Will do!
Speech manager options:
https://i.imgur.com/3BySKWZ.png
The line that caused the errors above (though it does this with any and every player line):
https://i.imgur.com/iAR7NgF.png
If you need anything else, drop me a line and I'll get …
The menu nesting might be the cause, I'll look into it, and report back - but it's weird that other than this error, the nested menus work just fine, and the title screen doesn't have any nested menus, but still has this error.
Yep - disabled in the hierarchy is indeed what I mean.
Some more info:
The same bug occurs on another scene in which I'm using Unity UI in Scene - it's the title screen, so I usually have the pause menu locked, but if I unlock it here, the same th…
Cool!
That works exactly how it should now, thanks so much.
For anyone playing along at home, don't forget, once you've added the script above to your buttons, uncheck "change cursor when over" in the AC Menu Manager for associated butto…
Fantastic!
I think I misunderstood the difference between a dialogue action running in background and the actionlist as a whole doing so: As a result, I had both set, resulting in the rather fiddly setup I describe above.
For anyone else strugglin…
That works perfectly, thanks Chris - user feedback being consistent throughout the game is really important to us, so if it's possible to elaborate on the script above to get it working with the cursor, that would be fantastic!
I'm testing this right now, and while this script does remove the issues I was having with waits (and that's great! Exactly what we wanted) It has some quite serious side effects - this script seems to be interfering with expressions - when the scr…
Assuming yes, Editor tabs: Closing animator, animation, timeline and audio mixer - all of which were open for previous profiler shots == no appreciable difference in performance.
Unity Editor tabs, like animator, timeline etc?
Up-to-date packages showed no significant improvement. It's interesting that @Rairun 's issue results in constant high profiler load where as mine is very regular spikes. Interesting in a way that I c…
Profiler shots above are with hierarchy icons off, Unity 2020.2.4f.
I'm updating several packages used in my project right now, including Unity 2D animation and Burst, the latter of which rescued my project from framerate oblivion when I installed …
The following hierarchy shots, from two different scenes, are Unity 2020.2.4f1, though the same behaviour occurs in 2020.2.1f1, with hierarchy icons disabled:
(Image)
Thanks Chris, addresses several problems we're having with our game!
HOWEVER
I'm finding that when AC loads my scenes that have Unity UI in Scene present, said UI is turned off (disabled) - it's getting no instructions from actionlists or the menu…
Saves mostly come from actionlists, or save & quit from the menu. I save in the auto save slot whenever the player gets an item, discovers a new location or finishes a conversation. This bug happens in both cases, and where the save is from an a…
Thanks for the follow up, let's see what we've got:
On loading one of the offending scenes, the Debug.LogWarning prints 4 times, all with the same time stamp, moving the player to the same co-ordinates. Here they are, as they appear from top to bot…
(I'll start a new thread about the menu issue, I thought they might be related, my bad!)
So... That Debug Log prints a message to the console whenever the player moves via mouse click or a Character: Move to Point action is triggered. When this bug…
A combination of Turn Root Object in 3D: Off and placing marker scripts onto those game objects allowed me to dispose of all the messy teleporting for good, thanks Chris!