When I made this, the AC shake was pretty basic and could only shake up to 10 seconds. This script can shake infinitely (well, up to 2.5 hours I think) and has settings to control the intensity and direction. That said, I don't know if it still work…
I've made a little project using AC and the 2D character controller that comes with Unity's standard assets, and even that works pretty well I must say, though using the built-in direct controls should be the best choice, least amount of scripting. …
Yes you can trigger AC cutscenes from Dialogue System, there's a section about that in its manual; It's not super detailed, but basically if you make a new node in the conversation editor and put AC(cutscene name, nowait) in the sequence field, it w…
Ok wow, this is going to sound really fruity, but I found the problem...
When I went to take a screenshot of the GameEngine prefab I had to close some UI panels like the console etc so I could capture the whole inspector at once. And all of a sudden…
Definitely, Chris is the superstar of the Asset Store :)
The multi-scene support is great! It's a shame Unity itself hasn't figured out how to do cross-scene references yet. That would really supercharge everything.
1. Awesome. It's more of a stylistic choice than anything else so I'm fine not using the scroll in this case. :)
2. Oh weird, I didn't know Unity was particular about what kind of inspector you run something from. I'm using Send Message now and it i…
I went to check it it out, but I couldn't find any change before and after amending the player settings - the prefab is tagged as Player, it's still set as the player char in the Settings Manager, the GameEngine prefab has the MultiSceneChecker (in …
Well, when I press play after making a change on the player prefab, it seems to just not load the player into the scene at all - it's not in the hierarchy. But the console doesn't throw any errors.
The errors come when I switch from mouse controls t…
Heyo, loving these updates :) I'm upgrading my projects now, but I noticed something strange - this one project went from 1.47b to 1.50g, I updated the GameEngine and PersistentEngine, and did a re-import aftwards like you said, but every time I cha…
Hey there, to build on this question - when switching to keyboard controls, is there a way to use the navmesh boundaries as collision? Or do I have to use actual collision cubes?
Ok, I tried making a new project, going through the AC and DS wizards to the point where I can run the game without errors even though there's nothing really there yet, and I made a global variable, set to true, and it stays true when the game start…
Ahhh interestinggg, you are right, that solved it!
Man, haven't thought about script execution order since AGS... thanks a bunch! I wóuld never have found this out on my own.
It's both global and local variables that are affected. There is only one LocalVariables component on the GameEngine prefab if that's what you meant.
I tried the same trick in another AC 1.47 project which doesn't have DS in it, and there no values …
Gotcha, the error at the start is:
NullReferenceException: Object reference not set to an instance of an objectGlobalScript.Start () (at Assets/Scripts/GlobalScript.cs:34)
Which refers to:
void Start() {33 continueToggle = PlayerMenus.GetElementWit…
No, haven't got any presets defined. Could anything else be influencing the Variables Manager? I'll test this out in other projects too, maybe some legacy thing interfering, an old file that's not used anymore, idk.
Ah man, a scripting guide! What a gift! This is really going to help with some nitty-gritty coding stuff, and an overall understanding of how AC works. And I'm a little late to the party but having UnityUI support is really useful too. Especially wh…