Autosave saves nicely and no menus flicks when I change scenes now, but the autosave screenshot in load/save menu is not updated.
Sorry to drag this on and take your time Chris.
Thank you Chris, I shouldn't have removed that, my bad.
However I noticed now I get all menus (inventory, menu, and other in game menus) flick off and on when autosave is executed. It turns them off and makes a screenshot (in the editor and build)…
Thank you it all works but I had to put back
private string GetSaveExtension ()
{
if (GetSaveMethod () == SaveMethod.XML)
{
return ".savx";
}
else if (GetSaveMethod (…
Thank you Chris for looking into it.
I have 5 more new errors instead after replacing all RuntimeCanvas to Canvas in menu.cs
Assets/AdventureCreator/Scripts/Menu/Menu classes/Menu.cs(155,74): error CS0119: Expression denotes a type', where avariabl…
When I add to Menu.cs it gives 4 errors
Assets/AdventureCreator/Scripts/Menu/Menu classes/Menu.cs(155,74): error CS0103: The name `RuntimeCanvas' does not exist in the current context
Sorry for bringing this up again. I use AC 1.50f
I have the same problem using with AC based ones and it looks like UI ones too.
Display: Label and Screenshot
Settings: Take screenshot when saving - checked
Time display: Time and Date
If it had be…
Thank you Chris. It works but when you switch through the menus it unfreezes and freezes the video since it turns on and off menus ( I added Options menu to the code to test it).
So I opted for simple
if (AC.GlobalVariables.GetBooleanValue(279) ==…
1. You can set your door animation for 5 seconds longer ( I mean the door animation is done but after it is done it still plays on for 5 more seconds, just add an empty frame to the animation panel to 5 more seconds ) then you could set a check Wai…
No need to build your game to run it. Just a normal run, like when you are testing it, running it normally.
Have you done/checked what I suggested you previously?
I see. So basically everything will be generated with the first scene start and stay so. And there is no way to place hotspots to trigger camera switch since you don't know where the halls marks/spots are.
This might need some scripting on that gen…
The script derives the component you added in this case audiosource and calls for sound play. :)
Also I just edited my last post. If it worked for you in 3d and for me in 2d then it works fine, as long as we can have access to the animation panel …
Yes this is for Mecanim Animation. But it might work for other animations as long as you can have access to frame panel and call for the playSound function. Haven't tested for 3d but works fine for 2d.
And since Alverik said the animation panel even…
Make sure you added your scene to your build and it's checked File>BuildSettings so Unity knows it exists and AC can relate to it.
And call for the correct scene when switching levels.
Not AC related question :D
But here is the way
Save this script:
using UnityEngine;
using System.Collections;
public class SoundPlayEventAnim : MonoBehaviour {
public AudioClip SoundToPlay;
public AudioSource source;
void Aw…
I love variables. Use varaibles, and check for the right one then do smth. if it meets the conditions if not set a new variable value.
At the start of all your actionlists after your set a new varaible send a check for the final variable correct co…
Add movable component to your close up, add hotspot that covers outside area of your close up parent it all ,place it all outside of your screen.
Call it when click/look at it with object: transform.
When you press on that outside area hotspot o…