F.Y.I. I've fixed this issue.
I had 2 bit of code that set and checked AC. game state.
Their execution order was undefined, so sometimes the check would happen before the set.
Setting their execution order solves the problem.
I'm guessing perhaps &…
Previous we were using Unity 2017.4.3f1
The issue (I believe) is related to timing, specifically checking if the game is in a cutscene when our pause menu opens.
With no cutscene running the game goes from normal to cutscene (for1 frame) to pause. I…
Actually I think I've found the reason for this.. the "bug" was due to timing differences between in editor and in a build.
I don't know why "touching" an ActionList altered timing slightly but I have a solution now :)
Thanks for your help so far, it's been very .. helpful :)
Last question on switch load speed, The official Nintendo documentation states that using AssetBundles is very important for load times.
I know AC currently only supports them for voice sound…
Quick question, I'd like to try your suggestion of updating our version of AC.
We're currently on 1.63.1but we've made several alterations. Before updating, I'd like to compare our AC to the unaltered 1.63.1 but the asset store won't let me downloa…
Actually I don't think that Regex is quite right.. you might need to separate out the lines then check them.
something like:
string[] existingResults = existingResult.Split(new[]{ System.Environment.NewLine }, System.StringSplitOptions.None);
if …
OK, I think I've found the problem :)
In SettingsManager.cs inside the function SmartAddInput
line 1289 you use String.Contains to check if in input is already defined.
But CursorHorizontal is already defined when you attempt to add Horizontal
so i…
Thanks for the quick response,
I'm using AC version 1.63.2
The Input method is set to Keyboard and Controller but "Horizontal" & "Vertical" is not listed. There is a "CursorHorizontal" & "CursorVertical&q…