Thanks! I added the dialog before runtime. I was still hitting the issue, but fixed it when I changed how my scene changes work (instead of using code I switched to an actionscript). Those two combined makes the dialog options retain :) Thanks agai…
Yup, vanishes from the Variables Manager. I'm using Unity 5.5.2 and Mac OS. Both scenes have the AC game manager in it with the same managing asset file, but yeah it really looks like when I switch scenes it loses the consistency between? I switc…
Ohhhh interesting, yeah I create the options at runtime. Is there a way to create the options in the script before runtime (via execution order? or is that all during runtime?) Else I'll re create them using the conversation creator and trigger th…
Hm I think the other scene is an AC scene, it uses the game manager and all that, plus the global variables carry over. It does vanish from the variables manager.. I'm a couple unity versions before (I think I'm on 5.2.2). I'll double check when I'…
Oo good to know about Execution Orders, thank you. I put the var change in Start to test it, but it usually isn't in there. I tried changing the execution order and I'm still running into an issue but this time I got an error message:
NullReference…
Ok, I've updated to 1.59a and I'm still experiencing the same issue. I make a local var, onStart I take local var and add 1 to it:AC.LocalVariables.SetIntegerValue(0,(AC.LocalVariables.GetIntegerValue(0) + 1));
I leave the scene for another and …
I don't have any scripts that touch vinesCount as a LocalVariable, nothing resets it, etc. I tried updating Adventure Creator in a backup project and it broke so much more stuff I couldn't test to see if it solved the original problem.
Added a seco…
Ah thanks for that tip on the last line of LoadData, fixed that but still having trouble... butI think my issue is that I'm trying to use this for the wrong use case.
When I save/load a file, it remembers the vineCount just fine. When I leave the s…
Starting/ending the cutscene did the trick, thanks for the example code to compare to also :) I have one final question ;) Is there any way to pass a var through
newOption.customScriptFunction ? I've tried passing it a string "functionN…
Hmm On Cutscene doesn't seem to work for Active Input, does KickStarter.dialog start a cutscene or is there a way to declare one via code?
I added the coroutine and that helps the dialog play the line, but I can't click for the next line/conversatio…
Hm, so I just gave Active Input a try, set the Action List to kill all dialog, but when I select a dialog option in the conversation it skips the dialog line all together (or passes it too fast to read). I guess I'm a little stuck on figuring out h…
Hmm, added this work around, not sure if it's good practice though, and it blocks all of the hotspots because onmousedown requires a box collider :/
void OnMouseDown() {
if (KickStarter.dialog.IsAnySpeechPlaying(false) == true){
…
Hmm, so I can't click out of the dialog (it's set not to continue unless the player clicks for the next line). When I run the conversation after that line of dialog, it shows that menu underneath the unskippable dialog line... here's an example gif…
Ooh so I have one more question on this topic,
I have the ButtonDialog set to ReturnToConversation:
newOption.conversationAction = AC.ConversationAction.ReturnToConversation;
But, when I play the dialog, it just hangs and I can't click to continue:…
Yaaay!!! Thanks so much this makes a lot more sense now. I was a little confused about triggering custom scripts from here but then realized I need to set both the function and the gameobject with the script. :D :D :D Thank you so much again!
In ca…
Phew! Ok, so Spine2D doesn't uh bake animations so they don't show in the animation tab.
But I found a solution! Er well I got it working, but I don't know *how* still. But since I only need to create one player I won't worry too much about the how…
Weiiird, so, inspecting the Player and the SpriteAnimator and the SpriteChild (the extra layer you suggested), none of their z transforms move at all even though the image is definitely rotating on the z axis (regardless of which is set at the Playe…
Hm, how can I check that? I disabled all custom scripts attached to my player so it's just Spine2D files and the player setup. here's pics of my set up (also thank you for helping me troubleshoot through this!! I might just try to write a script to …
This might help narrow it down... when I change my player's Sprite to the one from Brain2D sprites unity complex, I get a similar looking issue.. so it's probably with how I set up my player? But my player looks the same... I'm gonna try to re-creat…