Viewing the speech manager gives the error I copy/pasted above, plus three more - these additional three trigger over and over as soon as you look at the speech manager (900+ times as I type this): They are:
NUMBER 1:
ArgumentOutOfRangeException: …
Thanks!
Updating to latest AC as we speak.
The issue occurs on game start, but if you return to the title it still persists.
Menu doesn't pause the game when turned on.
I'll look at the interactibility chekboxes in a moment and update you.
Inte…
RESURRECTED
Was there ever a solution to this? We're having the exact same problem with our games at the moment - they use a customhoversound script (I think you wrote it, iirc!) for Unity UI in Scene buttons, but the SFX slider being set to zero d…
My current workaround is to use an actionlist:run to trigger a looping action that shuffles a song, waits until it's finished and then doubles back on itself. This is ok, but I'm still rather confused as to whether I was using the custom action wron…
Resurrecting this thread - Using the up to date script from the wiki, what do I need to do to make a continual loop of shuffled tracks from a pool of (say) 4 play, continually across scenes?
The custom action from the wiki when set to loop plays on…
Hello again!
Yes, I do believe I mean orthographicSize.
I've been trying to manipulate it with this version of the script you prepared for Vacerias, as a child object of an AC DragCamera2D:
`
using UnityEngine;
using AC;
public class ZoomCamera …
Hello Ac Community;
I'm trying to achieve something similar with a 2D camera (specifically a DragCamera2D), and I've been trying to manipulate the camera's Size variable with a variation this script - of course, in 2D, the z transform moving doesn'…
Can confirm that if the first subtitles menu spawned has no addressable voice sample it displays immediately - the first subtitles menu that does have one still triggers the pause afterwards too.
I've tried the suggestion above, and the issue doesn't occur either in the editor (where with my usual managers and scenes it doesn't occur anyway) or in a build. It occurs to me that this may be due to the park scene speech lines not having associa…
Yes, the subtitle menu is unity UI - it's a panel, two attached images for the speech bubble tail, two text boxes (one for dummy text to expand it to i's full size, one that actually displays the text) and two scripts, one which does the dummy text,…
Had a number of fires to extinguish this w/e, so I've not made it to the profiler as of yet - however, I have one major finding to report:
This bug isn't exclusive to the character setup screen/scene and the associated actionlists; the big pause ha…
By specifics, do you mean screens of the actionlists themselves? If not, what do you need?
I'll get on the profiler this afternoon, and check the menus - follow up soon!
Unity 2021.1.0f1
Addressables 1.16.16 (happy to update this if it'll help)
AC 1.73.6
This happens only in builds, and doesn't happen in the editor at all.
Reducing the actionlist to one single line of dialogue reduces the pause massively, to well …
While I'm not a fraction of the coder that @kloot is*, the speech bubbles for our game are still a little more primitive than I'd like, and they took literally months and help from @ChrisIceBox to get up and running, so I'd def. reiterate the sugg…
Hi all -Thread Necromancy Time-
Did anything come from your investigations into this? @armaan @Rem @ChrisIceBox ?
I've got this from a player CTRL+ALT+DELing during an overide options conversation nested within the onstart cutscene, which has auto…
(Quote)
Does that mean that a Dialogue:PlaySpeech action that just contained an [expression:Whatever] tag would change the expression but not display a subtitle menu? That's real useful if so :-)
A small but important wrinkle in this one:
If the script has changed the cursor text to it's mouse-over variant when the scene changes, that change, which is to the default cursor texture, will persist throughout the rest of the game!
How does one…