Thanks for the steps, but I just cannot recreate this issue.
Is the Menu displayed at the time the elements are hidden, and is the Menu Manager open also?
Please send the files involved - the Managers, the UI prefab, and the scene - along with ins…
The menu should behave as expected whether its navigated directly, or with a cursor (simulated or otherwise).
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Is this to say that only this button has an issue, i.e. you have other UI Buttons that do not have this problem?
If you switch th…
Thanks for your patience.
After a fair bit of back and forth with Justin, the source of the issue appears to lie with the UCC camera view type.
If you get in touch with him, he'll be able to elaborate further and offer assistance.
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Have you tried preceding the added string with the new-line escape sequence, \n?
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The script listens out for new speech lines via an OnStartSpeech event hook. You can start this function with a check of the speaking character, to li…
This behaviour will likely be changed in the next update, but for an older release you can open up SaveFileHandler_SystemFile (or whichever file handler script you're using), and remove the isAutoSave check from the GetSaveFile function:
if (!isAut…
Where have you attached the script, and what is the Camera's Projection set to?
The script assumes you're using Orthographic projection. You can have it affect Perspective by changing orthographicSize to fieldOfView.
In all honesty I've never been able to get my head around the Profiler's "Timeline" view.
Switch it over to "Hiearchy" and expand the largest contributor.
Are you saving the game at this time?
You'd need to attach a custom script that listens out for the OnPlayerJump custom event, and plays a jumping animation. Something along these lines may do it:
using UnityEngine;using AC;using Spine;using Spine.Unity;public class SpineJump : MonoBe…
Looks good!
The issue, though, will be that the customised Player is local to the scene. It's a separate object to your spawned Player, so any changes made to one won't be automatically reflected in the other.
Best to use the spawned Player in bo…
May be an issue with your AC version.
Try this:
using UnityEngine;using AC;public class CustomContinueGame : MonoBehaviour{ public void ContinueGame () { KickStarter.saveSystem.GatherSaveFiles (); int maxTime = 0; int mo…
Apologies, I think I may have misunderstood your need - this technique is to have objects be transferrable across scenes, but you're saying that the same object should appear in both scenes until the Player picks it up?
If the Player doesn't ever d…
You're right - currently, the Options Data keeps track of which save was the last to be recorded.
It's possible, however, to have a custom script that iterates through the available saves to get the latest by reading their updateTime value:
using …
This issue would typically occur either if the Player is not persistent (so that the data is simply reset), or if the data is reset manually (i.e. through script).
Is any of that code run after the scene changes?
Is the Player object that you're a…
Enable "Deep Profile", pause the game after the lag, and select the spike. Use the Hierarchy panel of the Profiler and expand the tree with the largest time (ms) value. Share screenshots and I'll take a look.
If you set up Audio Mixer Groups (see this tutorial), making the Speech mixer a child of the SFX mixer ought to achieve that - since Speech volume would then be dependent on SFX.
The animation engine shouldn't be a factor - but do you have Apply Root Motion unchecked in their Animator?
I'll need more details - what are your AC/Unity versions, and can you share screenshots of your character's full Inspector and Settings Mana…
The Output box kind of is a preview, in that the actual removal/addition of items doesn't occur until the player clicks it to add it to their Inventory. The "Create Recipe" command is another means to generate this preview.
Check Result …
You can use the character's GetSpriteDirectionInt function to work out which direction they're facing.
Roughly speaking:
int lastDirection = -1;void LateUpdate (){ int newDirection = GetComponent<AC.Char> ().GetSpriteDirectionInt () == 2;…