Hey Kici,
There is a section on the website with tutorials on how to make menus, maybe some of that will help. You can click the checkbox test in game window at the top of the menu manager to see your menu as it will be displayed in the game. This w…
I've heard that before - Chrome has gotten pretty agressive in blocking stuff... Here's a guide how to disable it.
By the way, the new demo is done :) Content-wise not a lot has changed, it's mostly polish on GUI and dialogue, additional animations,…
Fixed! Tony updated the AC support package for Dialogue System, should appear in the next release on the Asset Store to fix this. It was a syncing issue between that plugin and AC's variables and items.
After further consideration I think this may also be a Dialogue System For Unity issue. When this problem occurs it is when I've triggered a cutscene from a Dialogue System conversation, and I know that plugin syncs items and variables between itsel…
Very nice release, a smooth upgrade and everything runs real well. Lots of nice little things that I'm sure will be helpful. Keep up the great work and good luck with your own game!
Alright woof I've narrowed the problem down to it being a problem with the way Dialogue System handles local variables.
There is a boolean in this scene called firstrun. This is to keep track of whether this is the first time you are having a conver…
Thanks Chris, keeping the action expanded doesn't fix the problem sadly.
Well what I meant was: initially I used Variable: Set in the cutscene to increase the integer by 3 (as in: 3 new notifications). When that didn't work I tried to write a functi…
Hey Chris, I made a Vine of it, hopefully you can extract enough from that.
First there's a shot of the NPC script.Then a shot of the Cutscene (basically: NPC teleports to marker > changes order in layer > faces the player > resumes her idl…
Yep, they're all set to continue in one straight line. I tried moving them to the top of the queue in the cutscene, didn't work, so it's not an order thing. I also tried changing the variables with a Object: Send Message instead, didn't work.
I made…
The easiest way to do this that I can think of is to build the scene as you would if it were a character walking on earth, but instead the idle and walking animations are of him floating, then extend the navmesh across the entire scene so he can mov…
If the global variable and the menu already exist, all you have to do is go to the menu label, and from the Label Type dropdown select Global Variable, and then select the one you want.
This is the code that handles the label (it's in a script on a gameobject that's present in every scene):
MenuLabel badgeDossier;
void Start() { badgeDossier = (MenuLabel) PlayerMenus.GetElementWithName ("Dossier Button", "Notificati…
Ah I've fixed problem 2.1! The menu had a Constant ID script on it that was set to Manual, and it had a different ID between scenes A and B & C, which confused the ActionList that was referring to it by ID to control the menu elements. I made it…
Ah great that fixes #1.
About #2, that IS a bit of a complicated matter yes. So: I have a menu that has an inventory grid and a text label. Clicking an inv item runs an ActionList that puts a string of text on the label (each item has a different de…
Thanks! I've done the assets so far in Photoshop, I'm just more comfortable with that than vectors ;) but I wish I was better at illustrator, some assets are already pushing the limits of their resolution a bit with all the zooming..
I see the Windows mouse cursor also sometimes when testing inside Unity, it's a Unity/DirectX bug probably, No problems with the standalone builds. I can imagine the web build is a little funky too, Flash is pretty bad at trapping or releasing the c…
If you have some technical skill this is very possible. I did the same thing recently to increase the values for inventory box grid size and slots etc. You have to find the AC script that controls the menu element you want to increase the font size …
Oh by the way @2finger, if you open the build settings in Unity and then go to the player settings, under Resolution you can uncheck all the aspect ratios you don't want!