A global one would probably be better in terms of reception psychology.
Also the option to switch boxes individually would again distract from the core activity of programming.
It would be comparable to the problem as it is now: instead of continu…
I am seeing more of this behavior when creating variables in bulk (tried with component variables):
I created 8 Variables in bulk, set them to integer, closed the scene, reopened it … and all but the first of the eight entries have reverted to untit…
Thank you, Chris - this is working now.
And I have (and love) to thank you even more … https://adventurecreator.org/forum/discussion/10915/stromhall-noel-2020-a-logical-christmas-calendar-released
One more (unfortunately urgent) question, Chris:
* I released an app (yes, I did!) with 10 Global Vars NOT "linked to Options Data".
* Now I want to release an update to the app with the same 10 Global Vars changed to "linked to Opti…
Hey Chris,
I've never thanked you for this script, probably because a completely different project came up then and I never got to try it so far. So thank you now! ;-)
There is one complaint from the console though:
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The full log is too lo…
Worked!
I ended up grabbing the date ToString("yyyyMMdd"), successfully "TryParsed" that to an integer and saved in to an AC Global Interger variable.
One more thing, Chris – what would be the smartest way to make sure that scr…
There is one more thing, though — obviously, there is a before and an after to that calendar timespan, meaning I would have to make a mathematical comparison to the acquired current date: if before 12/01, run this cutscene, if after 12/25, run that …
I see - thank you, Chris.
Removing the unneeded objects via AC Actions is indeed not an option, as I had to find out, because the ActionList-in-charge never finishes its task …
What do you mean by "disable it", though? Is there a third o…
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I actually didn't mean "attach" but "configured", just as you mentioned in the next paragraph.
But here I made the mistakes: neither did I attach an instance of the script to a game object in the scene, nor did I set the …
Thanks, Chris, for creating this script …
… but so far, I could not get it work. Whatever I try, the Vector3 won't get updated.
Here is what I tried to do so far:
I assumed that the ActionList executing this custom script OnBegin should essential…
The longer I am working on this, the more I would appreciate an option to send FLOATs as parameters to single (!) Vector 3 value fields, like
ActionList (use parameters):
* Param1: ValueForPositionX / Type: Float
* Param2: ValueForPositionZ / Type…
… and by the way, @ChrisIceBox : how does the compare function in "Variable: Check - Type Vector3 – Magnitude Greater Than" work? I am not familiar with this and cannot find it documented, but maybe this can help solve my problem.
Thanks!
Unfortunately, the behavior is on the build, too:
* Scenes do not crossfade, but fade in from black
* There is a short cut to black between scenes (even though "blackout" is switched off)
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That was something I had under suspicion too, but it is and has been unchecked during all the last attempts. So this cannot be the source, either.
Let's see what happens in the build … I report back, when it is compiled.
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And I didn…
Alright, I just tried to make a minimum build of scenes XXX and YYY in order to find out if this issue is editor-related and/or occurs on the iOS build, too – but when I tried, I got grilled by unity for the inclusion of this new code into MainCamer…
I am afraid I cannot tell, because in my case the "too bright" issue has been replaced by the "does not crossfade" issue after doing the upgrades I described. I cannot afford to revert everything back to Unity 2018 and AC 1.69.X …