I am not using version control.
I am, however, running Unity on an HD syncing itself to iCloud Drive, but I've been doing that for quite some time now without any problems.
And it is only AC that behaves strangely … other assets or packages do not…
Oh! No, I didn't.
I had to reinstall AC earlier, but instead of that I just went through the minimum update procedure (without the references asset). So sorry for bothering you!
Ok, I see, Chris – thank you.
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No, they don't get reset, not unless the app itself is deleted.
Actually this is about releasing additional chapters to a game after its initial release (as you might have guessed) and I am looking for a way t…
Essentially I think, I just would have to prevent the prefab from being added at runtime by putting it into each scene as a child to the Draggable beforehand (with the same Constant ID in each scene) like it works with a First Person Player prefab, …
I forgot to post this part of the message:
Setting the parent of a transform which resides in a prefab is disabled to prevent data corruption.
UnityEngine.Transform:set_parent(Transform)AC.ActionParent:Run() (at Assets/AdventureCreator/Scripts/Acti…
Oh, and I forgot:
* "Variable: Check Integer/Float" -> VAR A is AT LEAST / AT THE MOST [enter value/parameter here] more/less than VAR B in one single action.
Great, this is working now, too – thanks, Chris!
There is one final issue I cannot seem to solve: as you can see from the top-down, * we have a simple square room;
* the green markers show the eight positions the player can reach;
* clicking on one…
Success!
Adding a Moveable Component to the FP and using two Object: Transforms (translate + rotate, move player?: checked) simultaneously does the trick (and looks beautiful, too).
Which brings me to a new question: is there an easy way to replace…