The action list works and the menu elements swap at the right moments, but the Off version just does not appear - as in the image is missing, although it shouldn't. The On version appears and disappears properly When I turn on the Settings menu (and…
I am just having this stupid issue when the Off graphic does not show up sometimes and remains inactive. I have the exact same setting for Music and SFX, one works, and the other does not. The Is Visible box is unchecked for these off graphics in t…
Thank you, not what I was hoping to hear, but it is what it is :)
I have just two questions when recreating these menus using Unity UI.
1) What element should i create in the hierarchy for new menu prefab to have a add the Saves List element to? I…
It works when I remove the custom camera movement script, but the orthographic size is incorrect (there is a black bar on the screenshot). May i ask you for the script that would copy this?
Chris, i am sure i haven't touched any of my brightness option/save system settings (i think it happened after i updated the AC a week ago), but my save screenshots suddenly appear all black again. I am using a separate screenshot cam that is a chil…
Thank you, the parent rig was missing this component, although the individual sprites had it. I added the missing component and everything is sorted nicely!
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But how would I technically do it? Would I create an Animation event with an Action List in the first frame of the animation? Is there such an action that switches rigs?
I struggle to understand how I invoke the rig change in the Animator. …
I have a noob question, but I am also working with Sprites Unity Complex using bones and will need to either
* use different rigs that switch based on direction
* put everything in a single rig and turn on/off specific sprites
as you suggested abo…
EDIT: This appears on my device only and thus has nothing to do with AC; I will figure it out somehow; I'm probably gonna try to clear cache/reset, etc.
Just when one issue is solved, another one appears out of the blue. I have no idea how this hap…
Yes, the MainCamera does remain within the background range, and orthographic size has the same values for both main and NavCam and is also set to fit.
The custom camera script is here.
I am constraining with a background sprite.
When I swapped the camera for a default Drag one with the same background constraint, it worked properly.
When using the default Drag camera, I can see that the rectangle representing the camera in the sc…
Chris, I found another issue which is, I think, connected with the forced Maximum aspect ratio (which is 2.17). I have a scene that i horizontally quite wide, so the camera on runtime fits the scene vertically, and then you can scroll to the sides. …
Aha! I had an old version; now I can see it. I am still struggling with it tho, as I am not entirely sure what am I doing. I tried to create a render texture and assign it as an Output texture in my NavCam (that's the one without postprocessing) as …