Update: I applied the solution suggested by DialogueSystem developer and the difference is, as I said "night and day".
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In the same frame, this time the garbage collection and ms spent for DialogueSystemController.Update() are re…
I'm addressing this over on the DS forums too (https://www.pixelcrushers.com/phpbb/viewtopic.php?p=45434) and basically not really.
Unless I'm wrong, it seems to me that anytime a Lua variable is checked \ updated, all of them are being checked aga…
Overall, I'm not experiencing much difference.
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* The amount of time required by SaveOperation.Update() is roughly the same.
* The calls to SaveFileHandler_SystemFile.GetSaveFile() are greatly reduced
* SaveSystem.GatherSaveF…
Another thing that comes to mind. I might have once tried to increase the maximum saves up to 50 or more, but never used it so I then reverted back to 30.
I'm thinking: maybe this works by considering only of the largest number that has been set, …
I don't really appreciate any big change when reducing from 30 to 10 saves (as it was originally), I also removed the extra saves from the "Manage save-game files" menu.
This is what happens on autosave, with 10 maximum save files, and wi…
If needed I can send you the exported profiler .data file, but basically what I gather from it, according to this screenshot which shows the highest spike while saving \ autosaving:
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And although I now realize also Dialogue System has a hu…
Sorry for the super late reply!
I tried and I can't really notice major changes in saving times, I'm afraid.
I tried both reducing the size of the RenderTexture (our basic resolution is 4096x2160, but I reduced the RT down to 960x540) and the Scre…
[Unity 2021.3.38f1]
Not really a huge deal for us, currently, as we are still in production, but I thought it might be worth notifying. Apologies if this is a known issue or not an issue at all.
Updating from v1.80.4 to v1.81.4 breaks loading save…
Thanks, Chris.
I'll try to send you the project again (last time taught me this is a painful process :sweat_smile: ), but in the meantime...
For the tickbox to appear in the Hotspot menu it requires its Appear type to be set to On Hotspot, instead…
Ah, apologies for the screenshots, but you got it nonetheless.
I was attempting the same thing yesterday (caching the Interaction, unsetting it by "nulling" it, then assigning it again and running it after) but wasn't very satisfied about…
Consider all of the following cases as involving Unity Prefabs as sources!
A scenario that came to mind is: after the release I realize I need to add an accessibility option - that wasn't there before - to my OptionsUI or an entire submenu to my Pa…
Oh, I see!
I'm sorry if this is out of the scope for AC, but - if it's not the same as the second method you listed - what would be an ideal approach for bugfixes and\or added functionality for Menus, if one wanted to keep making use of AC's Menu m…
After talking with Chris via DMs, the temporary fix is to reduce the Accuracy on the NavMesh. The more I reduce it the less Physics2D.OverlapCircleAll calls I get in the Profiler.
Also, even if I reduce it dramatically, I don't seem to notice any p…
Unfortunately that wouldn't be an option for me, now. Or rather... I think I would have to swap out a bunch of different Components, probably 🤔
For those specific animations I'm using a custom-ish system in conjunction with PowerSprite Animator, wh…
I remember it would always work the way it works now when you re-enter or load a scene. In other words the state of the SpriteRenderer would not be reset when switching the GameObject off and on again.
In a lot of scenes we have characters whom you…