I have a similar error: Ended asset BeginNewGame, but ActiveList data is retained.
I found out this is caused by Action Camera: Fade out, when Force full transition is checked.
It didn't cause any problems before. I can get rid of the error by unc…
I see, so there is no simple way to do this. Since I cannot write scripts, I will just create an action list running Object: Animate actions for all the affected objects.
What I am trying to achieve is to mark all the hotspot/interaction areas with…
I opted for the footstep sounds because i wanted to use different sounds on different materials. I guess i could substitute this with Animation events with various sounds linked to global variables.
Sorry for not being clear. Yes, I want the Inventory menu to pan down. The collected items show up in the inventory bar. So at each moment of the game, the bar looks different (you have various items currently collected). My idea is for the whole in…
I encountered an issue when I wanted to teleport the Player to a new location using the Object: Teleport action. And it happens only sometimes.
For a single frame, the camera centers on the destination location where the Player teleports to it and …
In the end, I found a scene that was not broken, stripped it down, and used it as a template, and it worked. I didn't find any differences, the other probably got corrupted along the way. But thank god I had one that was fine!
I'm trying to create a dropdown Unity UI inventory that just rolls down to its normal position from the top of the screen when you move your mouse there. It is similar to the image in the OP. The inventory is positioned at the top of the scene, I ha…
I also have an issue with the game unpausing between switching off my various Unity UI menus. They are all set to pause the game. But they are also set to transition between themselves (Canvas group fade).
It is during these transitions that the ga…
To the root. I tried to run the whole game and build it for various platforms, but nothing happened this time. I keep noticing it by chance once in a while. I will keep an eye out now and try to check it regularly to find out what when it happens.
Of course, here they are. So this is the hierarchy of the object in question. Animator and Cutscene attached to the "Ven z diry" Parent. You can see the two rig children, one expanded.
(Image)
Here is the detail of the parent's Inspecto…
Ok i beleive i solved it with this script:
using System.Collections;using System.Collections.Generic;using UnityEngine;public class HideCursorOnSplash : MonoBehaviour{ [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSplashScreen)]…
I think I found the solution. I had the slider set for values between 1 and 20 with whole numbers. But in fact, it should be between 0 and 1. I let the setup keep using the global variables and changed the slider properties in the menu prefab. Now i…
When I linked the sliders directly, nothing changed. I always had to select ActionList on change to none, otherwise id be unable to move the sliders at all.