I think both methods should work together. The issue I had was I start in scene A with music "1" playing. I load scene B with music "1" still playing. I then re-enter scene A and I now have two objects that represent music "…
I think that considering my other sounds as SFX is just fine so if they could exist between scenes it would solve that. The Restart bool is more of a convenience/workflow thing.
However you didn't mention how you felt about #4. I think its quite an…
Sure Chris. I gave a bit of thought before responding. Here is how I would expect these features to work.
1.
If I use a Play Sound action on a Music sound I expect it to play
without affecting other music sounds. Likewise if I play two music file…
Also I have noticed that you need the Sound object to exist in scene to play it. You can't just assign the prefab to a play action for instance. The way DontDestroyOnLoad works is that if it starts in Scene A, load into Scene B, and then load back i…
Also if you wanted it to use parameters I believe you still could if you got rid of using triggers and instead set "DoTransition" and one other bool "On" through the various states.
You are correct if you assume that you only have one audio music file that exists between scenes. In my case I have regular music along with some ambient music that is basically background sounds. I can't just change them to SFX or Other because th…
Chris was this ever fixed? I currently encounter the same issue. Although I do notice the changelog states for 1.30:
-Fixed: Using the Engine: Play sound
Action to play music causing the music to restart if the clip was already
playing
I have m…
http://wikisend.com/download/502212/UITest.zip
Here you go. Its made from a fresh package import of AC 1.41a. A fresh new game wizard of unity ui. I made a simple Canvas with a panel that fades in and out for 1 second. I use the controller you prov…
If I use a trigger and have it send me to walk off screen to the right then what about when I enter the scene from the right and I walk into the scene? I can't have the trigger check the previous scene as its perfectly acceptable to allow the person…
So I was getting you some screenshots and found out its an editor only bug. I force an aspect ratio of 1.6. Set 16:10 in the game view. Run and move the mouse to the top. You'll have the inventory menu appear. Move the cursor left or right and you w…
That does sound like a cleaner way to handle the issue. It would still allow the problem of shutting the game down before the action to set the manager back to the original one is run though. Of which would only be a nuisance during development.
I second this. Just ran into this being an issue for myself as well. I would prefer that game pauses do not affect menu custom animation in unity ui whether its transitioning in or out.