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bulka_tarta

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bulka_tarta
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  • Unity Version: 2018.2.18f1 AC: 1.68.4 What does OnMenuElementClick mean? Is that referring to the ActionList on Click in AC? Or is that a Unity thing for GUI (but that's called On Value Changed, on the Toggle Component)? "Linking a trio of To…
  • Sorry, I keep calling them buttons, but they all are actually all set up as Toggles. Even the AC Menu Elements are set as Toggle. And yes, I have Allow Switch Off checked in my Unity GUI. Toggle type fields are set to Custom Script, but they do ru…
  • Thank you, I've finally managed to test this and it seems to be working just fine. I'm curious how problematic this might be though, it doesn't seem to be creating any issues at the moment. I'm guessing best practice for text editing is still do do…
  • Ahh, I didn't know you can unlink the prefabs, but it might quite hard to go over every single one of them at this stage. Thank you, though! I went ahead and updated AC without the Cutscene prefab. It seems to be all good.
  • Hi, sorry for late reply. I've just tested the option #2 as it seemed more straightforward. The -1 didn't do the trick, but 0.1 instead works like a charm. The OnStart Action runs another action in the scene that starts with 0.1 delay. That simple…
  • After further testing, it became apparent that the main issue was that I didn't have the Global Convs in every scene. I've now added all Global Convs to every scene, even the ones that don't really need it. This solved half the problem. The "…
  • Upgraded from 1.65.2 ->1.67.5 (I don't think this is the cause anymore). When going from scene to scene where both of them have the same Global Conversations I get something like: "Load data for scene Gardens - 3, Searching for data ID: 178…
  • Yes, this seems to have solved the order problem! Usually when exporting CSV, the SpeechOrder came in order by default, but now I had to sort it A-Z in OpenOffice. Once sorted, it's perfectly fine! This was tested just with the Play Speech Action,…
  • I did a small example of the Actions order and how it appears like in CSV. I did re-gather the text before exporting. Actions are linked up and their numbers are not in order on purpose. The Speech Manager ID is also not in order: (Image) In CSV…
  • Thank you for the reply. I've exported the CSV file with the Speech Order column. The numbers in the column are in order, but the speech lines are not. I tried resetting the text in AC, and gathering everything again, but no change. Regarding the …
  • Hi, I have ran into a small problem with this code recently, after updating AC from 1.65.2 to 1.67.5 So what I'm trying to do is to click on the character which runs ActionList Asset which has a custom Action that runs another ActionList Asset and…
  • Thank you! Instead of making multiple instances of the same script, I can just add characters to the array on this one instance. This should do the trick. Thank you once again!
  • That was it. Perfect, thank you!
  • I have a lot of characters in my game, and ideally I would need the trigger to work with all of them. Adding a separate instance of the component for each character might be easily overlooked and lead to bugs. I guess using the official Trigger2D …
  • Hmm, that doesn't seem to have any affect. I simply dragged in the wall sprite in the scene, added PolygonCollider2D and I covered the wall sprite with it. I checked Is Trigger and I set the Order in Layer high enough, so that the character disappe…
  • Thank you for the reply. I've made a custom Action because there's just some extra variables that I need to update when spawning the character (I guess I didn't know about the Object: Add or remove before). What I found is that I only lose referen…
  • I did some more testing. The references get lost only if I quit the play mode in the scene where character was instantiated and if he's still there. If I quit the play mode in other scene or if the character is no longer there, then it's all fine (a…
  • Custom Action basically just grabs the character from parameter and instantiates it in the scene. The character is a prefab asset, not scene-based. It's not in Resources folder, but I have made a dictionary with all characters and the Action just …
  • Perfect. It was a matter of matching the time value on the Transition time(s): to the animation length. Both are now set to the same thing and it works as expected. Thank you!
  • Hmm, sadly this has no effect on the GUI at all - it disappears as soon as I run Menu: Change state. On my other GUI the Transition time (s) also has no effect, but the animation plays as expected regardless of what transition time I set.
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