I found using Reset() in CursorIcon.cs, and using KickStarter.player.portraitIcon.Reset (); in OnEnable() or Start() all give gives correct GetAnimatedRect() values. But to get the characterPortrait texture to animate, I need these scripts:
charact…
Tried putting the script in Start() and OnEnable() but still no luck..
As last resort I can use scripts to control the RawImage UV Rect according to the portraitIcon parameters. But it would be better if I can use AC API. Actually is the output fro…
I tried but no luck. When doing
Debug.Log(KickStarter.player.portraitIcon.GetAnimatedRect());
it shows in order:
(x:0.00, y:-1.00, width:-1.00, height:-1.00)
(x:-1.00, y:-1.00, width:-1.00, height:-1.00)
(x:0.00, y:0.00, width:-1.00, height:-1.00)…
Thanks, it works for a static characterPortrait. But when I make the characterPortrait animated, the RawImage still only show the static characterPortrait. Should I use other scripts for the animated ones?
My package would require SuperText Mesh to run...
I solved the problem by reading the active hotspot coordinates and make the RectTranform Boundary stays at the original position when playing Off animation. It is a solution less good than using the…
I did check Update while fading out?. I am using AC1.66.8 and Unity 2018.1.4f1
My menu properties look like this:
(Image)
(Image)
And my Unity Prefab canvas & panel stucture is like this:
The CustomHotspotUI is linked to the menu Canvas…
For the tags in the GameEngine Dialog's Inspector, there are some tags I need without closing tags (e.g. <q=xxx> is compiled but is not). Is it possible to add an option to the tags to choose whether it has closing tags? Or are there even bet…
I mean the custom rich-text tags will be rolled out partially before it can be compiled. For example, a dialog of {w}Hello{/w}(< in place of { as the forum complies the < tags too) will be rolled out as:
<
<w
H
He
Hel
Hello
Hello<
Hel…
Hello, after updating from 1.65.2 to 1.66.2, I modified Speech.cs again with
private RichTextTag[] richTextTags = new RichTextTag[]
{
#if TextMeshProIsPresent
new RichTextTag ("s"),
new RichText…
I updated from 1.65.2
I think the main issue is that menuSpeech = menu.speech; doesn't work in OnEnable() now. But it only works in Start().
I need dummySuperText.text = menuSpeech.log.fullText; to be in OnEnable() because I wish to set the Subtit…
You are right, it is the menuSpeech = menu.speech; somehow returns null to menuSpeech.
I used Debug.log to test and found if this script:
**
Menu menu = KickStarter.playerMenus.GetMenuWithCanvas (GetComponent Canvas);
menuSpeech = menu.speech;
**
i…
If I use the pasted values on the NavMesh instead of generate the holes on start, the pathfinding just go straight through the holes. Would solving this be easier than making a "pre-calculated" collider?
Oh no, it is not a good idea as it seems, pathfinding ignore the holes if I just copy and paste the NavMesh values.
can I use normal collider2D functions with the finalized collider with holes? Such as OverlapPoint?
I successfully used that.
Thanks for the tips. Just to share my finding: as my MoveToPoint() is also in the coroutine, I used these codes to achieve the desired effect:
while (thisNPC.IsMovingAlongPath ())
{
yield return new WaitForFixedUpdate ();
}
thisNPC.SetPath();