Thanks, the code I'm looking to inject is to add some more saved data related to that specific camera (the data is from my custom class that is attached to the same game object as _Camera), but the data needs to be saved only for the camera that is …
Okay, thanks. I made an attempt to add it to the wiki, but my browser was acting up and i couldn't properly write an article so thanks for the help. Maybe I'll come around to polishing that script a bit. (To block the max time from being below the m…
Hey, I needed the same thing, so I made a custom action for it. And posted it here; http://www.adventurecreator.org/forum/discussion/5543/actionpauserandom-waits-a-random-amount-within-the-described-interval You'll need to look-up the tutorial on ho…
"More Than or Equal To" is simply NOT "Less Than". "Less Than or Equal To" is simply NOT "More Than". So if you need to do x with "More Than or Equal To", do x when "Less than" condition is…
Unity Version 5.3.4f1. I don't use multi-scene editor. Not an asset file, an Interaction script on an object. I will try to get a pre-broken action list. Although it might be some time before the break.
Same happened to me. ~ 16 actions. Happened after adding a "run in parallel" and deleting an action. I switched between scenes and saved then from a prompt. When I switched back, everything was scrambled.
You can simply resave the file in a specific encoding by using Save As... and choosing different encoding. For the most part Adventure creator .cs files seem to be saved in either UTF-8 or UTF-8-BOM. With the exception to the ScriptSheetWindow.cs wh…
1. Nope. Since the default of ignoreOptionLinked is set to false and it is not passed down deeper, even when you set it to true while executing an actionlist that calls this method, it defaults to false eventually and not all option linked variables…
Hey, I recently updated. It seems that the bug got replaced. The additional [break]s don't appear, but by repeatedly importing and exporting a bunch of empty rows appear in .csv. I understand that it's difficult to solve this while working in a diff…
Yes, like disk error. Hm, custom event would work too, it would add a little clutter since it should be mandatory to check after every saving attempt, to take the correct course of action, but that's not a huge problem.
I'd go with programming a custom action for any kind of mini-game puzzle. If the puzzle is more complex I'd suggest to program it without AC and only interface with AC while starting, solving or failing a puzzle. To send messages to your custom scri…
Yes it does work for me using Screen Space - Overlay and Unity Ui prefab. I had some issues with this some time ago, but it was simply the fact that I linked the subtitles text field and forgot to link the canvas to the menu system. Maybe its the sa…
Thanks for the tip, this combined with Time.timeScale check for resuming audio should keep it pretty stable and even if it happens very rarely it's not that big of a deal.
A simple change between menus causes the audio to run. For example:
(Image)
Similar switches are executed between multiple menus, some of the switches are more complex, but this one causes the sound to be heard too, so do the others.
Another aspect…
Off the top of my head. Check how large the subtitle box is and whether a constraint to screen is turned on. If it is, then the bounding box of the text will never leave the screen and will get pushed down. Another possibility is to play around with…