Another questions here please.
According to AC Manual I switched Referenced Speech Files to By Addressable and now base build is much smaller.
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Unity moved speech files into another folder outside Resources and I simplified their addressa…
I spent last week googling about Addressables and Play Asset Delivery and now I have according to Addressables Report:
installtime_scenes ~10 MB (only Title Screen scene)
ondemand_scenes ~1.35 GB (rest of scenes)
I don’t have any scenes in Scenes …
I switched Reference scenes by in the Settings Manager to Name:
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Then Load Scenes From Addressables? showed up:
But Scene: Switch action still looks the same:
(Image)
When I switch the scene via Action list, it throws some error:
…
Just info for the others - I tested it (and released), players don't loose any progress acording to update the game where I save game progress into the variables stored in the Options Data.
Hello!
Subsequence is releasing this Friday after 11 years of solo development! Yes, it is crazy:D
@ChrisIceBox, thanks for amazing tool and support, without you Subsequence would not exists!
Have a nice day guys!
Jakub / CZ
Thanks for the fast answer, ok, I taught it would be dificult.. I'll take a look on the other assets, I saw some but they aren't as complex as AC and I know AC very well now so maybe I'm lazy to learn something new a little bit:-)
AC is complex too…
After nine years of development, the game is finally done! You can play it at GDS Prague on December 13-14 or next year on Steam! Good luck with your projects!
Have a nice day! :)
My game is played on keyboard only. Mouse is needed for the menu.
I have added CursorHorizontal and CursorVertical and now the cursor is moving! Thanks!
I have last little question, cursor is moving differently than the system cursor, speed is not…
I checked Lock cursor in screen's centre when game begins? and Hide cursor when locked in screen's centre? and switched Cursor rendering to Software.
Now I can control visibility of the cursor by Player: Constrain (it's progress!) but unfortunately…
Actually it's not working:-(
Cursor is visible in regular gameplay. In cutscenes it dissapear.
I tried to switch to Software cursor rendering, but in this case cursor is not visible at all. Even if try Engine: Manage systems with Software rendering…
My goal is to have player attached on the ladder, and by pressing W and S move the player up and down and play custom climb animation.
That is all I want:-)
So maybe there is another approach, I googled it here on the forum but i didn't find anyth…
Hi, @ChrisIceBox and thanks for the answer!
Unfortulately, it still doesn't work:-(
I tried this:
using UnityEngine;using AC;public class climb : MonoBehaviour{Animator anim;Player player; void Start() { anim = GetComponent<Animat…