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
Thanks for the response. Yes; the Demo's Menu Manager does work as intended using Drag and Drop. I do a comparison in this video here:
https://www.loom.com/share/3a83f5ac7fcb4725939a15b0569b88f0
Everything in the Demo Menu Manager Inventory and my…
Thanks for responding. I think I updated from version 1.71.
So, I did try that -- I set the Drag Threshold to 0 and the problem persists. I also tried duplicating a new Settings Manager from the Demo settings manager, set it up to drag and drop and…
Oh my. Once again, I'm embarrassed. I just ended up putting that influence camera stuff right after if (followCursor). That solved it. For some reason, my brain didn't work, and I put it above it. My bad.
As for the code suggestion, I have no idea …
One more thing. I've tried implementing your suggestion on how to convert the GlobalTimer int into a GlobalTimerString, like 00:00:00. Here is the code:
using System.Collections;using System.Collections.Generic;using UnityEngine;using System;namesp…
OK. I just bit the bullet and updated AC. I figured I could revert to a previous Git branch if everything broke.
So far so good. The Global Timer feature is amazing. Great work with it. Even the "Only on Gameplay" is awesome. That's exact…
Chris, thanks for letting me know. Rats -- I'm on AC 1.73.7, and I haven't updated because I have all that custom navigation stuff, and I don't want to mess it up.
What scripts would I need to update/import just to get the timer features? Can I jus…
Chris, my apologies. Huge 🤦 over here. It was simply that; in the AC Settings menu, the Camera was set to render a border camera, and the safe area was enabled.
For anyone seeing this in the future, make sure the following is toggled/untoggled in t…
Thanks again, Chris! I ended opting for different optimizations; using sprite atlases, autosaving less frequently (it was doing it every time you press a MoveDirection), and putting all non-changing animators into folders that enable/disable as you …
Thanks Chris. I tried to use your proposed script, but I ended up having to modify it, since I guess Unity now uses "keepAnimatorControllerStateOnDisable":
{ private Animator animator; private void Start() { animator = Get…
Thanks, Chris! This script kind of works... one thing, I had to add an "f":
public float minThreshold = 0.1;
But there is another issue -- it might be because it's a "void update" and it's playing every frame, but it sounds lik…
Chris! That's it. It works perfectly. I tested it as well with Saving and Loading. It works beautifully. I wanted the Camera to Crossfade, so I added this code (just included the top 30 lines for context):
using System;using UnityEngine;using Unity…
Thanks. First, the static variable you added works great. Previously, I added the "UpdateMenu" function because if you were to enable a direction arrow through an actionlist, it wouldn't activate that arrow until OnEnter was run again. But…
Thanks for that! I haven't gotten to test the saving because I encountered a bug with the initial script. It's difficult to describe accurately, so I filmed a little screen recording with narration to explain:
https://www.loom.com/share/5cc7e37fcbb…
Hey Chris, that's great, and it works great as well! There was an error with this:
private void OnEnable () { EventManager.OnMenuElementClick += OnMenuElementClick; } private void OnEnable () { EventManager.OnMenuElementClick -= OnMenuElementClick;…
Gotcha -- OK. It "works". Here is the script as of now:
using System;using UnityEngine;using UnityEngine.UI;using AC;public class MiniLocation : MonoBehaviour{ public Direction up, down, left, right; public _Camera camera; [Conte…
Thank you. Now, I went back and tried the arrow directions... while the ContextMenu GoLeft, GoRight, etc work, the UI arrow buttons do not work. I have the arrow buttons in the MoveDirection menu in the AC menu manager set to Click Type: Custom Scri…
Thanks for that. Yeah, I'm using Unity UI.
For that suggested script, I got a console error on line 43:
button.uiButton.onClick.AddListener (() => {Move;});
But I changed it to:
button.uiButton.onClick.AddListener (() => {Move();});
I als…
Hey Chris. Thank you for that. First of all, about the screenshot, try this:
https://i.imgur.com/3hTrJtL.png
This is the screenshot I took of my parameterised ActionList. As you can see here, there are a few extra things that happen besides just c…
Thanks for the response. Great suggestions here. To be honest, I have no idea why I didn't think of using parameters. Probably just bad AC habits from back when I was developing my last game. lol
Anyways, at this link, I added another screenshot wi…