Cool update! Very happy to hear about the polygonal navmesh editing :) I'll have to try that out soon. Is it 'easy' to switch from Topdown2D into Unity2D? I'd try it in a project that's not that far in development yet so setting up the scene again w…
Heads-up: AC 1.32 breaks Dialogue System's AdventureCreatorBridge.cs script. This is because of the fact that RuntimeVariables.cs is now called GlobalVariables.cs (though you'll have to rename it manually).
I went to see if I could fix it manually, …
I can imagine, there are so many variables and so many things you could want to do with it that I'm very impressed it is already this versatile. I'm also working with the GUI styles that Pixelcrusher's Dialogue System uses, and so far your implement…
Haha, just thought we'd keep you busy ;)
Well rad, no problem, the bugs were the biggest eyesore anyway, the rest are nice-to-haves. I'll check up on the editor-only offset you mentioned, I haven't gotten around to making a new build yet so it could…
Thanks! The recalculate wasn't actually necessary but your reply got me thinking about what sort of variable I'm using. You said the syntax would change to GetBooleanValue but actually it would be GetStringValue since my variable stores how many not…
Sure no problem, throw in whatever you want to suggest.
I have another point that I noticed today:
* bug: I have a menu that I marked as "start locked off", then I unlocked it via an actionlist in scene 3. When I then go to the next scene,…
Man that sounds messed up. Better keep a good backup of your project just in case.
How are you copying the Actionlist? I've noticed that when you duplicate things in a scene like Actionlists, Hotspots or other AC-made things they get messed up a bit…
Hey Chris, thanks, I checked and my character is set up exactly like Brain as far as I can tell - aside from my Animator now being on the root instead of the sprite child. So I tried moving it back down onto the sprite child and that seems to have d…
Hm, reimporting didn't help. I'm looking at the script here and I'm wondering if we're dealing with the same thing, because Mechanim is for 3D animation right? And Tayanna is working in 3D I believe, I'm using 2D topdown (with Animators). Is that co…
I think you actually have to set the Destination Accuracy to a low value, which means it is more likely that the character will settle for a point somewhere further away from where they wanted to go. 0.5 might do the trick. Then you can leave the tu…
@ChrisIceBox Interesting, I don't see that one in the list when I reimport AC so I must have the latest version. I'll try throwing it away and reimporting again.
I had already removed all scale keyframes in my animations after your suggestion and in…
Update: thanks to Chris the issue was solved by moving the Animator component off of the sprite child and onto the root object and adjusting the animations to use sprite frames instead of hard scale transforms.
I can't help you with your navmesh issues but I'm just dropping by to say that is a damn cool-looking game! Gorgeous art, very interested to play it someday.
Ah gotcha, I only have flat 2D characters where the turning speed doesn't matter so I see how that can be a problem in 3D. Then it might be a genuine bug.
I noticed this today for the first time aswell, and I managed to fix it by upping the Acceleration value in the player script settings (I put it to 20). After doing that I didn't experience this problem anymore. Hope it works for you too!
That was a good suggestion, and I was hoping it would yield a result, but I just did the role-swapping and now neither of them seem to care about the sorting map at all, even after I switched them back to normal. They're standing within the sorting …