I've decided to not use addressables anymore, I'm getting too close to release and this is giving too many issues. I will stick with older AC version and no addressable for now. Anyway, I am going to send you a sample project with the recreated iss…
This is how it works: whenever you enter in a "zoomed place" a Cutscene runs that sets the parameters, does other stuff and then turns on a menu.
When you need to exit the zoom, you press the menu button that runs "zoom_back_OnClick&q…
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it's an asset file, tried to make it addressable but nothing changes
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it is not the sportRESTORE ActionList the one that sets the parameters. They are set by different cutscenes called by a script. This is how they set them:
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I'm afraid I need further assistance here.
This is (part of) my original script:
private void OnEnable() { EventManager.OnInventoryDeselect += OnInventoryDeselect; EventManager.OnInventorySelect += OnInvento…
Unfortunately this still does not work for me. Besides the fact that marking every assets of my main game scene is not feasible, I made a test with my intro scene that is basically as simple as the test scene above: one prefab and a couple of game o…
As I suspected this still doesn't work, I am afraid it may be something else.
Here are the results of my test:
I created this very simple scene with a couple of cubes, a sphere, a plane, some lights. Put a material on one cube:
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As before,…
I've rebuilt Addressable package many times but with no luck.
Also, not only other addressable scenes work but the same scene works fine if not preloaded and it's broken if I preload it. This is the scenario: if it's the first time one plays the ga…
Hey Chris, I've updated to AC 1.76.3 as we've now solved the MouseIsOverHotspot issue, but unfortunately preloading addressable scenes seems to be broken.
Everything works fine in the Editor, the scene is being loaded (I can see it in the hierarchy)…
Here's another example. In the first screenshot you can clearly see the hotspot:
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This second one is made running the game, the green spot is the only one over which (KickStarter.playerInteraction.IsMouseOverHotspot())turns True:
Camera is a draggable 3rd person camera and it was not moving while I took that screenshot, I just move the mouse pointer and not clicking.
Nudging the carpet HS a bit higher the true/false border remain basically the same, also changing the camera …
I didn't change ray length from the default 100. Tried changing it to 10 or to 200 but always having the same inconsistent behavior.
I put a Debug.Log statement on updating and (KickStarter.playerInteraction.IsMouseOverHotspot())is becoming true in …
Thanks Chris, this is the answer I was scared to receive :D
I tried updating to the latest release a few days ago but had to revert back as I'm having a weird issues with mouse failing to detect being over hotspot.
I have a script handling most of …
Having the chance to replicate the issue in the Editor made us solve the issue.
If anyone is interested, it was due to Third Person camera being a child of the Player. So when moving rapidly it kind of stayed behind for a frame.
Still don't know why…
~~ Hi Chris, sorry to bring up an old post but I'm having a similar issue. I've just switched my Inventory menu from AC to Unity UI and now buttons are flickering during Pause Gameplay cutscenes (they need to be set like that, I cannot change) even …
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I'm not either, the issue is on my publisher site that basically has the same behavior: Every time a new build is published, the url changes but it is expected that savings persists.
We have other games made with a different engine (not Uni…