Ordinarily I would say this is because there are animations missing, as I've seen what you describe. But it sounds like you have all directions covered, so maybe you could benefit from tweaking the movement values on the player prefab script? Specif…
I don't think it was caused by 1.30, I upgraded another project and checked there and that seemed to be fine. It's more likely a setting gone awry, but I'm out of ideas where to look.
I'm using only one player, and its prefab is not present in the s…
Right that's fair enough, it is finely solveable by splitting it up into several menus so it's not worth the effort then.
And well, that's what I thought, but that doesn't seem to work. My overhotspot menu with the icons is ordered above the invento…
Okay so it would be possible to 'inject' an actionlist into the actionlistmanager? The reason I ask is because I close some of my menus through code, and from there I can't jump back to an actionlist to trigger a camera switch or whatever I need to …
Incredible! I saw this (gorgeous) game before, and was also made aware of Double Fine Presents because of it, but I hadn't noticed it was made in AC. That's really cool :) Good luck with the game!
Are you using mocap for the animations?
Ok, good to know it probably won't change. I had moved it to another folder and everything still worked fine, and when updating to 1.30 it still recognized it was that script and offered to overwrite it even when it was outside of AC's folder struct…
Yep after updating I couldn't find most of my managers in the list when clicking on the dot in the slot, had to drag them in there manually. So sounds like I dodged a bullet by already having them outside of the AC folder structure eh?
There is. I'm not 100% certain but this should do it. Put this custom function in one of your scripts:
bool GetBoolValue (int ID)
{
foreach (GVar _var in GameObject.FindWithTag (Tags.persistentEngine).GetComponent <RuntimeVariables>().localVa…
I get this sometimes too when a script I just wrote cannot compile, it crashes the entire layout for some reason. Changing it to something else works. Must be a Unity bug.
If you added a 'Dialogue Portrait' to the subtitles Menu it will show up when you run the game (if your characters have portrait graphics defined ofcourse).
What Chris means is that the subtitles Menu itself should be set to an appear type of 'When …
Ah okay rad, I already thought it was a bit strange that I wasn't seeing a .label option in autocomplete, so I figured .title was what contained the text, and .name was what it was called in the inspector.
Anyway it works like a charm! I wrote a kin…
Oh weird, I didn't realize that checkmark had influence on it too. I wanted to do exactly that, essentially, but instead with a custom GUI arranged around my original mouse pointer :)
I unchecked the option you mentioned and that fixed it - except o…
Oh I see, that sounds like a reasonable solution. Actually I just tried it and I didn't have to change much at all, just had to add two new cursors that look the same as the Use cursor and assigned each to their own Use interaction and it works! Man…
Sweet. Option A is set as the default, so I guess that's why it keeps repeating that one.
You're right, now that I think back to it, Walking Dead never recycled a set of options twice...actually I don't think any game that has timed dialogues does s…
Oh man when I read this earlier I thought you meant Dialoguer by Tony Cocoluzzi ha. I got that one working now but it has the same issue, it doesn't respect AC's state, it just runs on top of it. But Dialoguer is nice, it has everything in one windo…
A sidenote with that: take care when updating Adventure Creator to not overwrite your build settings with the one that comes with AC (like I did once) or you will have to add all the scenes again ;) You can find the Build settings under the File men…
Well the thing is I'm using that one animation as placeholder for all directions right now (the character is intended to walk up down left and right, I just haven't done the other anims yet), and when I check Multiple Directions and use the frame fl…