The warming said the update was made for unity 6000.0 and might not be compatible with my unity version. Something like that, I can't see the warning anymore as I downloaded it, I just didn't import it, but it sounds like I can safely do so.
I'm using Unity 2022.3.4f1 and currently on AC v.1.82.1.
The new AC update gives me a warning that it might not be compatible, should I not install future AC updates or is it safe?
I use your 'solution 1' when entering the journal scene and it works like a charm!
But as the journal is an inventory item and can be accessed from a number of scenes, I need 'solution 2' when you close the journal and return to the scene you opened…
No I'm not doing anything with the root or sprite child, it's just a plain animation.
Yes the climbdown animation returns to idle at the end.
Here are screendumps of the actionlist and date from the savefile:
https://imgbox.com/N6YLL7i5
https://img…
Hmm, it halfway solved it. So if the player climbs the crates and I save, then load, it works he's on the crates. But if I save with him on the crates and then climbs down before loading, then when I load the scene he is on the ground.
Animation engine is 'Sprites Unity'. I actually already have tried putting in a looping idle, as part of my trouble shooting, but it doesn't help the problem.
Here is an image of the animation controller, the 3 circled nodes are the one being used …
So I just updated to the 1.79.1 and I get a compiling error due to the script above, how can I fix that?
Assets\HOLLOW\Scripts\ClimbDownFirst.cs(19,41): error CS0123: No overload for 'OnPointAndClick' matches delegate 'EventManager.Delegate_OnPoint…
Brain2D seems to work fine. Unity is 2022.3.4f1 and AC is up to date. My character is not setup out of the ordinary, so not sure what it could be.
But it's not a big deal, the slow down isn't massive, and I can work around it by using a bunch of mar…
I'm running Unity 2022.3.4f1 and AC 1.78.3
I've tried adding a camera shake to the top of the cutscene actionlist just to be certain it isn't an animation problem. But the cutscene just isn't executed.
This image shows the script component settings…
Yes it's a local single scene. I'm not a programmer, so please bare with me. :)
I've created an empty gameobject and added the script to it.
I've created a local bool variable called isInTreeLocalVariableID, it starts out False.
When the player cli…
That makes a lot of sense. I looked in the manual and the tutorial you linked, but I don't understand where specifically to add the Event Manager script component as it needs to be running all the time from my understanding?