* Street camera (follows horizontally)
(Image)
* Garden camera
* Floor 1 camera
(Image)
Daniel follows the player in and out of places, but when he is not following, he also has his own schedule where he walks to different places independ…
Thanks, Chris! I think the tag would work really well in some cases, but the inability to have multiple tags in a single gameobject sadly makes this impossible for me. So I was giving it some thought, and I figured out my requirements and a possible…
Actually, all sorted. If anyone else needs a solution for this, all I did was create a panel, child it to the canvas and add an Aspect Ratio Fitter to it (aspect mode: fit to parent, and the ratio would be the one you picked for AC). Then I added m…
Chris, I gave this a try:
(Quote)
And I don't think I got anywhere with it? Both the script as it is and my modified version didn't seem to do anything to my menu. So I created a new prefab with a canvas and only one image child, and hooked it to a…
I got it. In case anybody else needs this:
Vector2 characterposition = menu.speech.GetSpeakingCharacter().GetSpeechScreenPosition();characterposition = MainCamera.ConvertRelativeScreenSpaceToUI(characterposition);
That's the speaker position. This…
Thanks! I took a look, but it seems that I'd already implemented all the functionality it provides?
The script provided, if I understand it correctly, only serves to determine the min and max width of the speech bubble and let it vary within those …
Thank you, Chris! That sounds great.
One more question. I've made progress setting up my new chat bubble, and now I only need to be able to position the tail of the bubble accurately:
(Image)
The "Tail" rect transform is exactly the sa…
(Quote)
Chris, this ended up breaking a lot of menu interactions I was relying on (like pairing two AC menus whose animations looked like a desk's drawer being pulled open). Is there a way to turn this fix off, perhaps with a script?
Edit: never mi…
(Quote)
Thanks!
(Quote)
It's the latest one, 1.74.
(Quote)
Cheers, I think for now It works to create an invisible panel with an extra border on top to coincide with the size of the top bar. I'm not too concerned about the bottom bar, but if it is…
I figured out the "always fit within the screen" problem, please ignore that part. :P Though I still have a smaller issue there: is there are a way to make the menu always fit within a specific area of the screen rather than the entire scr…
Also, I've been playing with the new integration with the TextMeshPro typewriter effect, and I haven't been able to set up a Unity UI menu that obeys the "Always fit within the screen?" option. Is this working as intended? It might be just…
AC has a very capable conversation system, but my game has some really complex conditional logic, and it was getting very confusing to keep track of everything.
If you have the money to spend, I'd recommend checking out Dialogue System by Pixel Cru…
Thanks! I got it to work properly now.
I don't know if this is intended, but "Continue from last save" doesn't appear to work when the last save has been deleted. The second to last save doesn't seem to inherit "last save" statu…
Thanks, Chris, I think I've sorted the first issue. I used to have two main menus, one that said "New Game" and another that said "Continue", and the presence of an autosave was what defined which one would be shown. I changed th…
Correct me if I'm wrong, but I think it's worth noting that these functions will change the setting not only at runtime but also on the manager, permanently. So if you generally want "Subtitles can be skipped?" to be true, it's best to alw…
Just a side note: your path can have however many nodes you want, so you can draw pretty complex paths, and this script will still shorten it to the appropriate position based on the time you entered the scene.