Yeah, I can carry Actionlists from scene to scene :)
Your kit is really awesome, I suppose it is one of those things when you create something and then your discover that it does more than it was intend to.
By prefabing it and giving it DontDest…
Ok. I might solved this problem with DontDestroyOnLoad attached to my actionlist that is fired with my hint button. I'll need to test it more so there are no glitches before I put it to bed.
Could this be that somehow you created an offset in Mecanim? Or somehow your payer's pivot?
In my sprite animations, when I use Mecanim I often forget to turn off record button in the animation window when I move my objects around.
Object: Highlight, that brightens material only works on 3d objects like planes, quads, and other meshes , I don't think it works just on sprites.
Create a quad, set it's size the same of your sprite, attach highlight script to it, in your action…
Since I can play animated menu through the levels with End on last frame? checked.
How can I call my Onload/Onstart on this last frame of my animated menu?
So I could activate my Hint button again?
Also when you pause your game with Esc or hit menu Pause, the Graphic Element menu with Texture set as animated, which is in my case an aimated texture of hourglass as hint, is not paused like any other object in the game ( be it a prticle system o…
Hmm, I thought the hint system wasn't going to be easy.
How do I run an action or a cutscene that is still run across the levels?
In my hint system I need cooldown 20 seconds progress to be carried over on switching levels. So I could activate my …
Ok I think I solved it.
The problem was in the GameEngine in Hierarchy. I copied/replaced the one that worked on some levels to the levels which didnt work. And now it plays continually without a hitch.
However all GameEngine are perfectly iden…
Try to make onstart action menu lock (your invetory name) of your title page.
Hierarchy>OnStart>Menu: Change State to Lock Menu > put your inventory name menu.
Don't forget to link your OnStart in Game Editor Scene, Scene Cutscenes On Star…
Chris, I don't know how else to describe this bug. I guess I'm just dumb.
I hover on the button, it is highlighted, and it is OK, I press on it, the highlited texture stays on ( with out blinking ) the pressed texture appears briefly beneath the h…
Ok, I think I solved this issue with the sliding Inventory down and not disapearing by adding Engine Pause with 0.2 sec to ActionList "ActionLockInventory" and ActionList Kill "ActionLockInventory" to
ActionList "ActionU…
Yea, disregard that Hide menu element thing. Just bare with me :)
It all works except the last steps.
When we exit-mouse the inventory bar, it doesn't slide down, it disappears because we made it locked.
There is no option to wait till the bar com…
Highlight texture is blocking the pressed one ( the dark one), the pressed texture is right behind the highlight and idle texture. the highlight texture supposed to go invisible when pressed and visible back again.
1. I hover on idle shift right bu…
Yes Chris that is what I did.
But as I mentioned when I lock the inventory back again with ActionList when turn off with first Hide menu element ( so it could nicely slide back down) and then goes Lock menu. It won't slide back nicely but simply d…
Yes, the textures of the shift buttons not working properly.
What happens is that everything works good.
Except that when you try to click on right shift or left shift buttons,
the clicked on state texture of the buttons which are slightly darker…
I've tried to use a new menu button at the bottom and unlock the inventory when the mouse hovers on the new menu button. And then added to the Inventory menu properties Action list When turned off to Hide menu element inventory and then straight af…
This would be the most frustrating and annoying thing in a game. Have you thought of a player not able to guess that code word or phrase to trigger the progress of your game?
Besides it is highly recommended not to use any keyboard input in any adv…
When you duplicate your hotspots or any gameojects with an ID atached make sure to change it to a new one. Otherwise you will have those gameobjects repeat whatever is in your code was applied to the previous ones.