Thank you.
I haven't tested this but will save it for my next project since I've already setup the variables to remember if particle switches are on or off and with my deadline fast approaching I have no reason so change them for the script. This w…
Well this is a dead end for me then.
I'm trying a different way where if I push shift and tab then the game will pause, for now I'm just trying to get a console or screen readout.
``using System.Collections;
using System.Collections.Generic;
using…
Tried the new bit of code. Didn't work (or wasnt triggered I guess).
There must be so many ppl on this forum who have had to do this before for their own releases. It's a real shame the culture on here is that everyone just waits for you to answer …
I will try the new code.
I tried the pause menu code, but that didn't work. I am trying ingame, unfortunately you cannot test the overlay from the unity, have to upload a build to Steam, so its always a faff to test.
I almost suspect that its this…
Also just added using AC; since it didn't have it, but that did not help either.
btw - this will be needed for anybody releasing an AC game on steam since its a requirement for certification (as I understand it) that bringing up the Steam Overlay m…
So I'm putting in your code for this function but it's not pausing the game. Anything I'm missing?
This is the full script:
using System.Collections;
using Steamworks;
using System.Collections.Generic;
using UnityEngine;
public class SteamScript …
Great, I'll look into that. Just came to mind, and it might be a bit ham-fisted, but couldn't I just make an input of Shift + Tab to bring up the Pause menu?
There is probably a better way, but I would attempt this with a Menu perhaps. Make an Inventory Menu and tick the box for items to be Re-orderable in Inventory in the Game Settings tab. Add you jigsaw pieces as inventory items, but in the wrong plac…
"changing one parameter's value in the ActionList: Run Action on Hotspot A makes the same change to the parameter field on Hotspot B?" Yes, that's correct
3 parameters are involved.
Ok, got it working. The issue was I had the interactions containing the ActionList: Run nodes as components on the Hotspots. I did this to clean up the amount of gameObjects a bit - 2 birds with one stone seemed like a good move, but, no, apparently…
Just on and off states. I have various particle effects in my scene, but it is uneconomical to have them running at all time, so I trigger them to turn on with the switch when the player approaches them. Then turn off when they are out of sight agai…
I'm doing some saving/loading testing of things and this system of generating these prefabs (chalk arrow sprites) is throwing back an error on loading.
After successfully generating the prefab in the scene, subsequently saving, quitting, then loadi…
Just got a new bug with a Looping ActionList.
After saving and loading, a looping ActionList involving SpriteFades is triggered OnLoad. This works and it runs, but the fade is very choppy, almost like it is just going from visible to invisible and …