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Dev_Martas

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Dev_Martas
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  • Here it is. I would really prefer I didn't have to redo the whole menu system in the Unity UI; it was a lot of complicated work. (Image) (Image)
  • Problem solved, thank you Chris!
  • 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!
  • (Quote) 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…
  • Thanks Chris, it works properly now!
  • 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. …
  • Thank you, it works nicely now!
  • 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 …
  • I apologize for the dumb question, but how do I do that? I checked the Settings Manager and could not find any option for that; I also checked the Manual and the forum, but I am none the wiser.
  • Thanks for your help once again, Chris! Just one more, only aesthetical question - is there an easy way for the save screenshots to be saved without the postprocessing effects? So it would always be neutral and not with the current setting of the br…
  • I think i got it, this is my Begin new game AL. The brightness level of the new game stays set from the previous one :) (Image)
  • I restarted two times, and the new Brightness objects spawned every time, so I ended up with three. I suppose it is caused by the On Begin Game Event that just adds the prefab again without destroying the old one?
  • Yes, you are right! I never noticed that... But how? To my knowledge, I am spawning it in the On Begin Game Event only. Am I missing something? Otherwise, I have an Object: Send a message in several ALs.
  • It is. This is its inspector - but it looks the same as when the brightness actually works. (Image)
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