Thanks Chris. I'd already been doing something similar to your suggestion for storing Actor-related data in my older projects, and I guess I'll just have to bang on with that method for my latest projects too
The potential big advantage of the Comp…
Thanks for the reply Chris
I DID have some "Wait until Finish?" parameters set in the Start Actionlist (which was mainly defining NPCs' start scenes, and ensuring that my own Custom Engine was instantiated in the game). I've removed those…
Ah, that explains it. The projects that had persistent gizmo visibility were still using an older version of AC (1.65.2). I'd kept all the other ones updated with the latest AC versions, but hadn't noticed the GUI change, as I've been mainly working…
Curiouser and curiouser. As a small test I've just loaded AC into a new blank project, and I get the same "disappearing yellow Hotspot boxes" behaviour in that
BUT, I've also just now loaded up some more of my older pre-1.69.5 projects, a…
Hi Chris, I've just updated a number of my AC projects to 1.69.5, and although it doesn't sound like the new version should have affected anything GUI-wise, I've suddenly lost the permanent display settings of Hotspots, Triggers, Collisions and NavM…
Yeah, StartSpeech will get triggered every time ANY character speaks, so you need to add a check in there if you want to limit the Audio Clip to play only when a specific character speaks. You should really change the script back to Chris's original…
I think the name of the script needs to match its Class name, so you should name it "PlayAudioOnSpeech" not "GeniaSquak" (or you should rename its Class name in the script itself to "GeniaSquak")
one other possibility is that you might have inadvertently pressed "Off" in the AC Game Editor Scene Tab, for Hotspot Visibility. i believe that turns off all the yellow boxes no matter what their individual settings may be
you wouldn't n…
hmmm, i can't remember precisely which packages i removed, but i'm pretty sure that it would only have been "InProject" packages, and would have included:
* TextMeshPro (which i'd already had to remove from the majority of my projects whe…
in my case (reported towards start of thread), the objects referred to don't actually exist in the scene (or in the project as a whole), so it's impossible to tell if the missing scripts are associated with them
on a whim, i removed all unwanted pa…
p.s. ignore that "depressingly many, and various" jibe. i was tired, and grumpy, and although there WERE many different points of failure in some of my non-AC games, it turned out that they all emanated from a single thing, which had worke…
i haven't had time yet to investigate all the (depressingly many, and various) ways in which 2019 has managed to break my other projects, but here's a warning message i'm getting with all of my AC related projects (all these errors come from the sam…
cool, thanks chris
i see you've already fixed the problem in 1.67.5, even before i had a chance to make the change myself!
i'm sure i've said this before, or something like it, but one of the many pleasures of using AC is the absolutely stellar su…
@inc0ming I'd strongly suggest pursuing Chris/Daniel's suggestion, as it will likely result in the best possible solution to the problem
...
However, if you get stuck, or just want to have a play around with the method that I'm using, then I've cr…
I'm not sure that approach (copying the parameters) is going to work in this instance. Although each directional GameObject in the basic DT prefab does have its own Animator, it's a very basic affair that just includes the relevant animations
(Imag…