Working on a full length classic 2D point and click adventure called "Dexter Stardust and The Robot from Planet X". Check out here: https://twitter.com/SeaMonsterMedia
Chris, thank you for helping out with this. the Profiles being unchecked or checked wasn't the issue - a user confirmed it for me when I gave them access to an internal test version with Save Profiles enabled.
I think that if I get any more negativ…
Oh OK -- I think I know that you mean. There is one actionlist that gets called in the "Actionlist after loading". You can see it here:
https://imgur.com/bCRH2VT
https://imgur.com/Dmp85SL
(I couldn't figure out how to embed those images …
Hello Chris, I was previously on AC 1.79.3.
Like I said in my last "Discussion" on the forum, which I updated to the new AC and to Unity 6, I had to reset a bunch of settings in the AC managers. Perhaps I was using Save Profiles. To be ho…
OK. I fixed it... at least in my project. First, I did as you said. I put the debug statements in both OnGrabMoveable and OnDropMoveable. When "Mouse and Keyboard" are selected, they both register, but when "Touch Screen" is sele…
Hey Chris, thank you for the response. I am using the InputManager for my PC, Mac, Linux, iOS, and Android builds. So, yes -- the InputManager, not Input System.
I did as you said; I moved KickStarter.playerInput._FixedUpdate (); from FixedUpdate t…
Coming back to this -- I resolved the issue!
First of all, I appreciate your PMing me and sending those packages. We actually installed them on a new branch and it ended up breaking a whole bunch of things... but I don't think it was anything wrong…
Thank you for the response. Good questions -- let's see here:
First of all, I wanted to be clear that it's not just an issue with the Hotspot text (item description). It's like the cursor is actually over the Inventory Item button that the Hotspot …
Chris,
That's it! That worked beautifully. To sum up, I did all of the following:
Added the following, originally at line 105:
if (ACScreen.width > ACScreen.height) { deltaInput *= 1920f / ACScreen.width; } else { deltaInput *= 1080f / ACScree…
Thanks for getting back with me, Chris. No, this isn't a simulator. This in on device. It's the same on my iPhone 11 and my iPad pro. Same speed on both devices.
As for the pixelated effect, this is just smoke and mirrors, so to speak, and doesn't …
Hey Chris!
I'm back to this. Sorry about the long wait. I was going back and forth with code level support from Apple about an issue I was having with provisioning profiles. Blah blah blah. I got that working and was finally able to test on an iOS …
Hey Chris, sorry about the delay. I wasn't able to try for two days, and now I'm running into an issue with XCode, since implementing In App Purchases (you know, like "Buy Full Game", that kind of IAP). Once I get that sorted, I'll come ri…
Hey Chris, thanks for the response. That doesn't work. I set the screen resolution to exactly 2732x2048, which is the iPad Pro's resolution. I made sure that the Game window was that size on my monitor (meaning the scale was 1), and it's still very …
If anyone finds this, and is looking for a solution that supports TextMeshPro, I have added a script to the same AC Wiki page. It's the second script and works exactly like the first script. It just uses TMP instead:
https://adventure-creator.fando…
Just to tie a bow on this question, since I asked it publicly -- I ended up sharing my entire project with Chris, and he discovered that there was actually no issue with Drag and Drop from an Adventure Creator perspective.
The issue was this: I hav…
Thanks again, Chris. No, I don't have a custom Event System prefab. At least, not yet anyways. We may do eventually have a custom Event System if we decide to release on consoles like we did for Dexter Stardust. But for now, it'll just be a Mac, PC,…