I did this by simply creating a new interaction icon with the arrow image. And then used hotspots and made the hotspot label a single space bar (" "). This means that technically there is a text box displaying a space bar, but since you do…
Bumping this thread.Would it be possible to add another option in the "Double-clicking" drop-down: "Run different Action List / Interaction"? And then drop in a different cutscene/action-list, which would play instead of the defa…
I just moved the 'charState = CharState.Custom' to after I change the direction while the charState is still Idle. It works well.
But yes I can see that if I ever need to force the direction change whilst in CharState.Custom that is a good solution,…
Yes I didn't realise the charstate was custom until I did some digging. My custom action is mostly a duplicate of Character: Animate, and I am using the PlayCustom method.
The reason direction matters for me is because my 2d character's Sprite child…
Firstly, apologies for the terrible formatting of code in this post. I don't know how to make code look good on these forums.
Ok I think I may have gotten onto something, and it doesn't appear to have anything to do with how "instant" thin…
Hi @ciaps
I'm going to have to disagree with you there on that approach being simpler and more efficient, based on what I have researched on the Esoteric Spine forums with regards to the mesh processing, as well as what I've experienced as increased…
Yes, you need to use the action "Character: Change rendering"
Under the Sorting dropdown click on Set, and type in the new Layer.
I believe this will set and override any sorting map that may be attached to a character. So if you want to t…
Hi Chris.So going back to a solution for the custom lip-syncing, without getting carried away with everything else...
Another idea for custom lipsync integration would be to create a "Custom" LipSyncMode and devs can create custom lip-sync…
Yeah sorry I got a bit carried away haha.
I get what you mean about "where do you draw the line?". It's always hard when so many different people will want to do so many different things, some not touching the code at all and some hacking …
Also, due to the dynamic nature of the system and the fact that you can create an event name on the fly, you could even create an Action called "Object: Trigger Event" and allow the developer to enter in a custom string, which would be the…
Okay, I've just set something up that is very simple, but works quite well. Let me know what you think.
1. Add the Messenger.cs and Callback.cs scripts to the project's Static folder, as shown in this link: http://wiki.unity3d.com/index.php?title=Ad…