You don't have to drag multiple connectors - you can just create a new Cutscene with a single ActionList: Run Action that all the end-points then run.
Having to manually make all end-points in the second ActionList connect to a single Action is exa…
I see...
But the whole point of awaiting the second ActionList was that however that conversation ended I wanted the previous ActionList to continue. It's a complex conversation that can end in multiple ways and having to drag connectors between eve…
I figured out a real simple way to let Spine piggy back behind the curtains of the standard Sprites Unity animation engine:
https://www.youtube.com/watch?time_continue=137&v=8YssVJZ18V8
So far no problems :smiley:
Thanks man, having it in the scene made it work!
I misunderstood the following warning message to mean that pointing to a prefab (in my own project) would work in every scene: "Cannot play sound since no Default Sound Prefab is defined - pleas…
Thanks, inspired by your code I came up with something simple that seems to work great (even with NPCs during player switching etc.):
http://pasteall.org/1460042
The problem is that I don't have a reference to any of those players/NPCs in design time (since neither player/NPC will be in the scene until they choose to enter the scene in-game).
So how can I assign a speaker NPC in the editor when the NPC is…
I see. The code you provided doesn't quite work since the bounds of the trigger isn't that simple, it's actually needs to be a Polygon Collider.
I don't mean to press to hard on this, I might be missing something. But if using triggers in this fash…
Thanks,
Ah, yes I now use the "Character: Change rendering" instead - good point!
I think I finally reached an OK solution using option 2:
While running the game I located the "tipping point" of the trigger by carefully modifyi…
Sorry to open up an old thread but unless I enter a negative value for the sprites Y transform, the player is walking "on top" of the nav mesh. To try and avoid the warning I tried to reposition the circle collider on the Player but it doe…
I have now tried the Action-based workaround you suggested and the popping sound is still there.
I did manage to find a decent work around though: If you use the Play Music: Stop action and enter a fade-out time (0.2 will do), the popping sound dis…
I switched to using Audio mixer groups (and exposed the attenuation params with appropriate names) but unfortunately the pops are just as audible (both in editor and build).
Weather it's subtle or jarring is only dependent on the music volume, the …