Congrats on the release!
I especially appreciate that skipping action lists that are run from within a larger chain now seems to have been fixed. Will also be looking at the Plugins folder support!
And yes, @Martin has a point - with the level of …
This peeked my interest (from your post on Version 1.66.1):
"Fixed: Occasional error when searching a project for all instances of a particular Action type"
I wasn't aware you could do such a search, even though I have wanting to do just…
Removing the MultiplayerHLAPI got rid of my warnings as well - nice!
It is weird though, that at the exact same time they used to show up (the second time I switch to new player), everything freezes for a while so the performance feels very sluggis…
Oh, I have never heard of AuthSpawnableObject or AuthObjPrefab before so I just assumed it was AC related. But yes, the switching does work.
You should get these two if you switch back and forth between two players on the same scene. Let me know if…
I'm, also having problems with Unity 2019.
Getting the same warnings as reported in the beginning of this thread. I get this when swithing to a new player (located in the same scene):
https://1drv.ms/u/s!Amz_vh8OYDX3u4g15DHRfIOfwTbqJw
Also when I t…
Ah, translations will probably come into the picture later in this project.
Optimally the timeout wouldn't be set by me but by AC based on the length of the updated text (or, if a speech sound is assigned, that length of the clip). So it would wo…
The regular text will probably features tokens later, the gibberish will not.
Here's a screenshot of my speech manager:
https://1drv.ms/u/s!Amz_vh8OYDX3u4d-1ijJXiUGcmLdng
If it's really hard to let us override the timeout, I guess a workaround on …
Sure, here's the scenario :)
Before the player (a caveman) has learned to speak English (through completing a puzzle), I want all his speech actions to be replaced with jibberish. I can do this either by checking a global variable in the interactio…
EventManager.OnStartSpeech_Alt += (speech) =>
{
KickStarter.dialog.KillDialog(speech);
};
...results in the following message: "Cannot kill dialog '...' because it is not in the speech list."
Are you sure it wouldn't be easier to …
Oh, but the timing is the last thing man :)
But sure, I guess I can trig another one instead, but it would have to replace/cancel out the current one. Is it possible to cancel the speech that is about to be shown and show my own instead? The chal…
I see that there is now an EventManager.OnStartSpeech_Alt available. Not sure it that is ment for this but there is no way to set the displayText there.
Preferably one would be able to update the LineID so that both the text and any speech associat…