Thanks Chris!
that saved me lot of time - I didn't have to manually backtrack to that, without being even sure that was 100% safe to do that - or the right way to do that :)
So, here's what I did:
* to avoid refactoring other classes and to keep …
Also in builds.
Yet, I'd love to have the Hotspot menu to reposition automatically on camera change while visible - currently I feel it's a bit confusing for the player to have such text fixed in screen space even if after a camera change caused th…
Hi Chris!
By "character progress" I mean saving just the minimum bare data, mostly in the form of a hashmap or list of strings to be encrypted in the playerprefs.
eg:
"scene_01_visited"
"scene_01_puzzle01_solved"
&quo…
Hi Chris!
I probably didn't explain well what I meant. Please forget one second about cancelling.
For some reason the Hotspot menu (with the name of the Hotspot) sticks on the screen since when you tap it (mobile) and after interacting with it.
I…
Hi Chris!
Sure thing.
Cancelling the interaction like, clicking on the terrain. The Hotspot menu text still remains on screen even after interacting with the hotspot, or if the camera changes due to the player triggering a camera switch by getting …
Thanks Chris!
I made a few changes, hope this makes sense and didn't forget any corner case scenario.
Maybe I could skip calculating LOS distance, but you never know.
protected virtual void OnSetPath(Char character, Paths paths){ if (!characte…
(out of comment edit-time)
How could I force/hack all objectives to have different number of "Default" states.
Currently there are 2 (Active and Complete). I'd like to avoid having to add "Inactive" and "Failed" each …
Thanks for the clarification!
I know it could be just me, but couldn't understand if Objectives got saved/restored in a savegame. I searched in the online docs but I may have missed that part.
So, they are somehow persistent and you can serialize/s…
Thanks Sian!
I'm still working on it, actually. The client asked for quite some changes and I'm still in a rush since I'm the only dev at the moment.
Hopefully they're going to leave me enough extra time to debug and polish it on next update.
Som…
So, there is no technical limitation on iOS to just save everything on the playerprefs as a string?
I got a bit confused because if I read it right, on iOS XML serialization is the preferred saving method in AC.
Yup, with slight alterations to the code, got in touch with flag74 to solve the issue (iOS/XML only).
Is there a reason we have to use XML for iOS? Pretty sure there is, but I'm not sure.
Size limitation on the playerprefs?
Thanks Chris! :)
Working with common formats such as the standard CSV has lots of advantages and could be used by other tools in the project as well, with less from-to conversions, and shorter import/export chains :)
(and won't require the use of …
It happened to me as well.
To avoid breaking saves in new projects, may I suggest letting the user choose to keep using the old (breakable) XML serialization shipped with AC, and the new, safer, version, calling the former one "legacy XML"…
I updated to 1.69.5, but had the same issue.
I noticed the other thread about xml serialization and it solved my issue with savegames on iOS.
BUT
I had to rollback those changes because that solution tampered with the way AC saves Options.
Yet, …
(Quote)
Oh my, due to the black friday spam, I didn't notice that notification!
I'm going to push a few changes to the repo, import the latest AC version and see if it solves this particular issue.
I'm currently on 1.69.4
I forced XML serializati…
Looking at the feat. Req, I agree that having a global "Only once" flag, would de-clutter a lot of actions and object handling.
E.g.: Trigger once/interact once/run once.
All the checks could go into a function or interface that checks i…
Thanks!
I believe I could also have a "middle ground" solution:
Having a Unity uGUI prefab with the Fade (so it gets displayed according to the Menu order),
having it always enabled, and checking:
if (KickStarter.mainCamera != null…
I see, I completely overlooked at those buttons.
As a UI feedback, I've never ever used (or felt the need to use) the first 2 (expand/collapse), while I often use the Actionlist editor button, that I personally would put on a single line alone inst…