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Keks

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Keks
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  • Aye, it's happening with the latest AC version too. Anyway it seems then as issue with loading the value, not saving it. It's linked to Vector3 variable, if I do the same thing with a string value it works just fine. Loading Vector3 value seems to p…
  • It's a local Vector 3 variable, I'm storing an object's local position in there. The value after loading is set to 0,0,0. I've check the Save File Manager and the data are stored correctly there. Here's the code: void BeforeSaving(int saveID) { …
  • Thanks, I thought I updated to the latest version, but due to some other errors it never went through. Works great with 1.72.4.
  • Thanks for the information, Chris.
  • (Quote) You and me both, haha. Good point, overriding the global prefab options seems elegant enough. It allows for having all the actions directly inside the scene without using any asset lists whatsoever and thus also no need to have dummy action…
  • Ah okay, thanks for the information.
  • I think that you're outside of the NavMesh. I had similiar issue. Two NavMeshes, the problem was how I was switching the NavMeshes. I was doing it in script, not with Actions. They were not switched properly. Are you by any chance doing it with scri…
  • Update: I misread the message. It's not animating the parent, but the child. Anyway moving the camera to a child was not possible with GameCamera2D, only with GameCamera. But all I had to do was switching the camera to Orthographic and setting the …
  • @ChrisIceBox Oh, I can animate/tween the parent object. Well, that's all I really needed. Thanks! @machineboy I've tried the Cinemachine package. I just had to add Brain component to my AC's camera and create a virtual camera with some noise. It wa…
  • @machineboy Thanks for the info, I'll look into it.
  • Just a note to anyone reading this that might have a similiar issue. I had all my assets in a resource folder. AC goes through this folder looking for assets that might need to be loaded in.
  • You can use AC.SpeechManager.displayForever instead. If you set it to true, the player has to click. Are you using Unity UI Prefab for the subtitles menu? You can have anything you want in the UI. You can add your indicator object and either make i…
  • (Quote) Aye, I deleted it in both. Forgot to mention that. Alright. Thanks. I'll send you my notes regarding to v1.71 plus a stripped project via PM.
  • After testing 1.71 I can tell that it does seem to be sometimes around 1s quicker. Though the change is subtle and thus it's not easy to tell as the loading time is always a bit different. The profiler is showing bunch of data I'm not sure what the…
  • I wonder if you have an idea based on your experience how a well optimised and managed 2D game using AC can have a long switch loading times. What is realistic to expect?
  • Update: I can let AC being on and switch scenes with Unity's scene manager and it's still quick. There's something happening during that switch that makes the game frozen for a bit.
  • Thanks for the info. Gives me a better picture on how to be handling things. Had to look into the profiler as I haven't use it yet. Well, there's a strange thing happening. I created a loading screen with a progress bar to be used in-between scenes…
  • Aye, what I meant is basics like how to create a new script, where to attach it. Understanding Awake, Start, Update, OnEnable, OnDisable methods. Not really going deep into c# itself just enough to know what's happening and being able to then use sc…
  • You should be able to learn it in a few hours.
  • Btw you don't have to be scared of coding. I would recommend learning some minimal basics of coding in Unity. Even though it might seems scary it's actually not something difficult and it will make the whole development easier.
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