1. Unity 5.6.6f2, AC 1.63.0
2. I was copying actions, I had multiple scenes open in editor, since I wanted to copy a group of actions from one to another.
3. Yes, all errors appeared at the same moment
4. I copied actions. Errors popped and actionLi…
This error repeated once more. Once again Ctrl+z restored lost display, but this time I can dump error code for future reference. 4 console errors in total:
ArgumentException: GUILayout: Mismatched LayoutGroup.Repaint
UnityEngine.GUILayoutUtility.B…
Something very minor, so I didn't bother to start a new thread.
Char.cs has this:
public void EndPath ()
{
EndPath (null);
}
and this
public void EndPath (Paths optionalPath)
These can be simplified into
public voi…
Yeah, that worked well. Console still gets flooded with warnings, but on the technical side, everything seems alright.
Will you be incorporating the suggested edit into the official releases?
Oh, I reread my post and I phrased the bug report poorly. All the things you mentioned are absolutely fine and within reason as they are. The bug part goes like this:
1) I have two speech lines in different places:
#1: &qu…
For the dissapearing item lists in editor: Would this help? https://docs.unity3d.com/ScriptReference/EditorGUILayout.DelayedIntField.html (Cant recall which is the oldest version this one is avaliable on, but I think it appeared somewhere around 5.x)
I'm currently using Unity 5.6.6. It's quite random. I selected multiple actions and copied them, since I wanted to move them to another actionList. Then the error popped and actions were deleted in the current list. I did Ctrl+Z. That reversed the d…
I see, unchecking auto-name speech audio files opens the option of directly linking items. That is an option, but a bit of a clumsy one.
As for "other languages" variant:I for example have Language #1 - English, Language #2 - Lithuanian, L…
Sometimes I need very slight modifications to existing actions. And to avoid losing my changes I duplicate them and name them "<Old name> Ext." or extended. And since the rule simply is 'always use the ext. version instead, I leave t…
I've started upgrading to the latest version and noticed some optimization leftovers considering the removal of unnecessary usings, cleared "using UnityEditor" in some places, there are leftovers of empty #if UNITY_EDITOR... that being: tk…
I just found that constantID has a check of: "if (gameObject.activeInHierarchy)", if that check fails, no id assignation actions are taken. Is there a reasoning behind this check? Any potential pitfalls if I remove it?
Yes, that's probably the hardest part about cutting down the extremely legacy stuff and making a version that is not compatible with older projects. You'd have to provide support for both versions (new features only for the newer version would make …
Yeah, I've been working with that too. It's relatively easy for unity to find disabled objects when searching in editor. But it gets far trickier in build/play, since the finders you use for cycling through all objects come from UnityEditor librarie…
In case you want to avoid using that setup. We use this:
https://www.assetstore.unity3d.com/en/#!/content/52508
I don't know whether it has all the effects you need, but since this one alters unity UI text field, it works out of the box for me when …
Hmm, maybe, Alverik. Perhaps i could store them in some 'dump' action group. Still, for now I feel like pursuing this.
I just reworked another action and managed to delete it without any issues. Maybe the one that threw 'missing Behavior' Warnings w…
Thanks, I'll wait for the new version, although we already have a lot of modified code, so updating to new versions is getting costlier.
Anyway, since you'll be looking into the Search code. There is another issue with Search all instances. If you c…