Ah, right, then it still comes down to that one limitation. I've just noticed the "invInstance.InvItem.tex" line. Thanks for the answer.
How complicated would it be to add an option like "invInstance.tex" which defaults to the I…
Oh! Chris, I haven't read the script above closely yet, but from your explanation, does that mean it could be modified/repurposed to allow item stacks with different quantities to display different icons? When we spoke about it, you suggested having…
One simple way of doing that without any custom scripts is to set a "On Variable Change" cutscene under the scene settings. In this cutscene, you can check if the light switch variable is true and change the character, and this will run wh…
I think this is a conflict with the Remember NPC script. If I remove the component and just use a Constant ID instead, the sorting doesn't break (but obviously I lose the Remember NPC functionality).
I'm having the same issue with sorting maps - they work fine if I'm testing only one scene, but if I start scene #1 where the NPCs are, switch to scene #2, and then go back to scene #1, I get sorting errors like these. Did you ever get to the bottom…
AC only ever saves a game object if one of its various "Remember" components have been added to it. To stop tracking its state, it's as simple as removing the component from the object if there is one.
I'm not sure if this is a related issue (it doesn't have to do with UI), but I've found that for some reason a couple of Constant ID numbers (where the "retain in prefab" checkbox is clicked) have been changing automatically in the scene. …
It's set to 4, and the characters aren't big. I made a video illustrating the issue, and I can upload it if you still need it, but I found the problematic code in NPC.cs. It involves lines like this:
TryNavPoint (Transform.position - KickStarter.pl…
Chris should be able to give you more details, but I've recently dealt with a similar issue - I needed to manipulate container contents so that NPCs would place items in them and sort them, even if the player was not currently in the scene where the…
The integration is very good. You will need to create a Unity UI dialogue response menu that isn't linked to AC and assign it to the DS manager, but as for the rest, you can keep using your AC speech menu. To route speech lines through AC, you can …
Oh! And the integration includes several AC actions that allow AC to access all the data stored by DS as well. You can easily check if a line has been spoken, etc.
Also, something I find very good is that yes, all DS dialogue can be displayed indep…
It has a lot more features than the ones I've used, so I can't give you a complete answer, but the reasons I use it are:
(1) I really like the conversation editor and how it handles dialogue options. With AC, as far as I can remember, you have to c…
https://www.youtube.com/watch?v=QoXoMHGr5pQThe flying character (a crow) isn't pathfinding, no. Depending on the situation, it either moves to point or follows a path. You will notice that I have a few white birds in the background as well, and thos…
I haven't had any time to play it yet, but I took a look at the first scene and it's looking really polished. Good job! The graphics are cool, and I love the UI.
For situations like this where I want to do everything mostly by code, but an AC action is a lot more complex than just a couple of lines of code, I often just create an actionlist asset with said action (in your case, to switch the character), and …
I don't need to fade between tint maps for the game I'm currently developing, but I worry a little about it being considered superseded by URP's 2D lighting. So many of us have had good reasons to avoid URP altogether. I know Unity claims it is the …
Thanks for that fix! The containers are working perfectly now. The custom add action is related to it only in the sense that I wanted the same behaviour for the player inventory (you can limit the number of slots for containers, but not the player i…
A suggestion for future development though, not sure how feasible it is:
Allow item icon animation in the exact same way as cursor animation, and then allow us, through script, to switch to a specific still frame for a given item instance. This wou…