Hi @Deroesi, I am quite interested in what kind of camera you use. I believe you use an orthographic one, but as soon as you zoom in it almost looks like it becomes a perspective one. So my question is: what is your camera setup in AC?
@Alverik Thanks Alverik, the reason I asked it here is indeed because I noticed the lighting system is changed. And thanks to @ChrisIceBox, that was what I wanted to know!
Thank you for the thorough explanation, though: I do backup my project, I already did it for 10 times because of the different versions but I was just wondering, since the new light system in Unity 5.4 is a no go area for me at this point, if Chris …
That was the solution! How could I be so dumb? Thanks Chris!
EDIT: Yes, I made the text of the buttons invisible but the Menu wasn't locked off, thus blocking the Gameplay view.
Thanks, @MobileGameGraphics but my problem was more of a technical problem. Not really what to do, but HOW to do it. It really depends on what you do in Unity, and has it's specific approuch in order to achieve a setup that doesn't mess with your sc…
Thankfully point 1 is solved! Apparently if not having all the Canvas Group Fades enabled with a transition, things go wrong. But still it is strange, if I set transition to none, the Menu stays open. So probably if all Menu's are set to Canvas Grou…
1. I tried what you said. So I switched the Unity UI Save and Load Menu's back to AC Source. They work fine! But when I switch back again to Unity UI, same problem! It takes a snapshot after saving, State of Gameplay is Normal, but the SaveGame Men…
Sorry Chris, you are absolutely right!
1. The appear type is set to Manual in the Main Menu, and the Save and Load Menu's.
- The problem doesn't excist with the previous Menu's that have the same settings as far as they look like the AC Source type …
I have this warning now! And I don't understand why. However I get this warning in another circumstance, i use Unity UI to make a saveslist of 20 slots. The empty slots are not visible, and if I click on it I get this same message. Using AC 1.51B
Problem solved! How? I sticked with the 2.5D setup. I have the shadows and the sky. The solution was to cover the sky, place the same background sprites as normal sprites in the same position. How simple can a solution be?
The sky setup I can make work in 3D but if I want shadows I raise into problems because the shadows need to be on my Base camera (if I put them on the Base Camera, the planes are visible). It is a problem because your Game can't be played in multipl…
Still I can't find the solution to this problem. So: dynamic sky. and shadows in a 2.5D game seems not possible. If anyone here has shadows or a dynamic sky in his or her 2.5D game, please tell me how you did it. I am practically working on it sinc…
Oh sorry I didn't know, I looked over it! But yes, I did read it now. But in my case I use my animations (pick up, hand or arm movement) on the second layer, and I like to use them as trigger. If I say Character : Animate, Method: Play Custom and Cl…
Problem was in the ActionCharAnim.cs (obviously)
Commenting out the lines in the override function Skip solved it. However, I am not sure if this is the right way @ChrisIceBox.
override public void Skip () {// if (animChar)// {// if (anim…
For anyone that used Snjeborns Final IK Action script: I had one big problem and that is, if I tried to skip an Actionlist, the action was still active after doing so. Meaning, the arm for example still makes the IK movement after the interaction is…