The best way is to have different scenes for levels. Not that it only keeps your levels organised but it might also reduce your resource usage ( if you keep all levels inside one scene.)
Thanks Chris.
Sprite fade in/out animations work just as fine as with simple sprites.
I there any chance we can see it extended to Particle systems too?
Problem solved.
After trying to modify AC code from shutting off all the menus and trying to run parallel actions to reactivate them .
I nearly fell off my chair when I found out that you can simply change When running: Pause Gameplay to Run in …
How to keep the Wait untill finished but leave all other elements like the cursor, inventory, menus running?
Object Transform action wait untill finished causes the same problem.
Is there any schedule method? So I could time it and fire off anima…
Ok, I put it back to it's original form and changed void run to void start. And getting no errors this time.
However nothing happens to the sprite that I assigned. I believe I did it in the right way, created a hotspot than linked to a new inter…
Thanks Chris, it would be cool to have these kind of features. As well as gradual scale up and down pulse, along with fade in and fade out.
But now I'm getting the only error here:
override public float Update() // Problem here Uni…
I've redone the tutorial now I can assign the UI prefab.
But the items I pick now do not show up in my custom new inventory. Instead they go to the AC default inventory. How do I assign the items to go to the new custom made inventory?