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GeometriX

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GeometriX
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  • Okay, so, something interesting: I was trying to recreate the steps that cause this by going back and peeling away Game Objects in my scene until the flickering stopped. I found that the flickering in software mode is caused my PlayMaker! Specifical…
  • Thanks @ChrisIceBox, Aha, okay there is indeed a size limit imposed by windows, but it's 64x64. So I've cropped the cursors and they appear right, but it's pointed me to another problem: the mouse cursors don't scale with the screen resolution. This…
  • Thanks @ChrisIceBox, 1) I thought as much, but there's something overriding the size of the cursor. I tried with a new cursor image that's four times the size of the old one, but at runtime it shrinks it down to the same minuscule size. Interesting …
  • Aha, okay you make a lot of sense with regards to the variables. I'll do just that. Awesome! Perfect, I'll take some time and dig around in the scripting guide and create some custom actions for PlayMaker. I suppose I'll need to do so sooner or late…
  • I have the same thing. If I copy and paste a graphic element (for example), and change the new one to have a different texture, the old one changes as well, and vice versa. To get rid of this "link", I have to run the game once, then leave…
  • The only way I know how to do this is to pull down the "Gizmos" drop-down at the top-right of the scene view, then enable 3D Icons and drag the slider all the way to the left.
  • Ooh, okay that makes sense from a design point of view. It does actually kill the speech component of the dialogue, though (if it's set up to automatically play audio files), and that audio component doesn't return. Thanks for the hack for the click…
  • Something I forgot to mention: I'm running all audio in the background, so as to not require any additional clicks from the player and to let them carry on with things while speech and subtitles play.
  • Oh, wow, simple as that. Thanks Chris, sorry for the trouble!
  • Thanks Chris, I'll be honest: I can't get the regular first-person controls to work properly with a gamepad. Movement is fine, but looking around doesn't work at all. Regular keyboard and mouse control works completely fine, though. Probably not hel…
  • Ah, sorry, will do! My exact process is as follows: - Create an action list (let's call it "Test Action List"), under assets, with 1 parameter set as a Game Object. - In Test Action List, create an action, type Sound, Play. Sound object is…
  • I think the easiest way is to create Mixer snapshots with different pitch levels, and then use the Sound -> Set Mixer Snapshot action. You can even animate the changes by using transition times.
  • @machineboy, oh wow, I never noticed that facility before. Thanks for pointing that out!
  • Oh, cheers for pointing that out. I was looking for something to just reset certain components of the game (like global variables); I think I'll hack apart that action and create a new one for my own needs.
  • There's an action under Engine -> End Game -> Restart Game, but that actually runs the entire game from scratch, including any Action Lists that are set to run at the start of the game.
  • Thanks, that's very helpful. I think I'll stick with Mixamo's animation collection for now then!  And thanks for the mention of Kubold; his stuff really looks fantastic.
  • Maybe that was the case (I must have missed that), but it is no longer. I'm very happily using the latest version of Unity and AC together.
  • This is some inspirational stuff, Snebjorn (btw is that "snow bear" in Icelandic?)! I'm curious as to how "accessible" this level of animation is to a non-animator like myself. I must say that the animation looks very realistic; …
  • Scion is brilliant. Highly recommended! I didn't notice too much of a performance drain on it, though. Certainly no more than just the standard camera effects.
  • I'm not familiar with that exact upgrade path, but I had a similar thing recently. Check that your colour space (in Player Settings) is set correctly (either linear or gamma; I use linear and it's the suggested standard), along with your GPU APIs.
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