That is exactly it, if the project is set to 2D it will automatically snap to that axis when you press Play. I had the same thing recently. It's not an AC issue :)
The easy fix to that is to just not update the tags settings (and input and build settings too). Uncheck them during updating, they're at the bottom of the list. Unity is just dumb about conflict resolution so it bulldozes over any modified files wh…
Nice, looking forward to it. Turn Off Adventure Creator is ticked, yes.
I tried replacing the relevant turnoff / turnon code for that in the bridge script with statehandler.gamestate = gamestate.dialogueoptions / gamestate.normal, and triggering the…
Gotcha, I just did (speed of 4), did not make a difference. Also added a Rigidbody back in - no change. I think this became a problem even before I removed the Rigidbody after the last update.
The player has the same settings (no rigidbody, 0 turnin…
Thanks! It pretty much always happens that the cursor disappears when I run an AC cutscene (blank node, in sequence is says AC(cutscene name, nowait) ). And often when the Responses UI comes up for the first time it flickers for a second and then th…
Thanks, the latest version seems to work great.
Occasionally I get this error (was with the previous version too) which causes the cursor to disappear or the ingame menus to reappear. Can't really figure out where it's coming from:
MissingReferenceE…
I could be wrong, I'm not sure, but try putting AC. in front of the troublesome declaration, like:
if(GameObject.FindWithTag (Tags.persistentEngine).GetComponent <AC.GlobalVariables>().GetIntegerValue (idvar) == "1"){
Outside of AC …
Here you go, this is the rebel. I hope that's all the settings you need eyes on. I'm using Unity 2D sprites animation.
http://www.dropbox.com/s/oi0j1gcv1w0dxoc/calebinspector.jpg
For reference, the gameobject is set up like this:
- Caleb - sprit…
Weird! I just tried upgrading again (I had rolled back to my pre-1.33 backup) and this time no error.
The only thing I did differently this time was to first fix the error in one of my custom scripts that referred to PlayerMenus (had to change to AC…
Cool! I think I can make good use of the crossfade and the easing options especially, thanks.
Nice to hear you got around to working on your own game! Hope you can keep doing so, we'll be curious to see what you make :)
Unfortunately I did run into …
I still have this problem in 1.32. When I have a menu locked at the start of the game and then unlock it in one scene, when I move to the next scene it is locked again. And any buttons that I have made visible on this menu also are invisible again a…
Ah hey no problem man. the post is only a few hours old :) I look forward to the update; curious to see what else is coming.
p.s. if you click the star next to the topic title you should get email notifications of any new replies.
It seems like this was not the only problem introduced during the upgrade (or perhaps I didn't notice until now?):
Dialogue System seems to be unable to turn off AC completely. During conversations the ingame menus pop up (indicating AC's state is n…
I updated the code for 1.32 like you said and it still works perfectly. Plus now that the variable type can be explicitely referenced in the command (.SetIntegerValue) I put everything back to integers so I can do +1 and other math with the value. M…