I'm struggling ringt now to finish the beta for the second act of my game, and I won't have time to look at addressables for a while I'm afraid. But I would be happy try out any examples anyone might come up with until then 👍
Yes, this is a mouse with configurable buttons - I'm not mapping them to Unity in any way.
I tried your experiment and yes - pressing the scroll button actually interrupts the LMB from being pressed. I checked the config and the buttons are mapped …
I was thinking about the two loading strategies I mention in the first post. And see the second post for a suggestion on how AC would get hold of the scenes.
Unless I'm mistaken, what you're suggestion would only work providing the "path"…
Congrats on the v1.73.7 release! All my tests runs fine on it.
So with the new release, is there any way to intercept the request for a scene along the lines that I suggested (or some other way)?
Thanks!
Thanks for the action. Changing the sorting order in runtime isn't so much the problem as having it saved though, why I figured it might be worth to pair it with a Remember component in AC.
Oh, do you mean by also creating an animation then? I was thinking of something more along the lines of the "Character:Change rendering".
Since this isn't all that uncommon and I don't really want to animate anything, it might be worth add…
Yes, this is even when the alt input button fields cleared.
When I press down the scroll button while dragging an item, two things happens:
* PlayerInteraction's IsDroppingInventory returns true at 1667, as a result of the following if statement:
…
I actually tried that before posting - same result.
Edit: Oh, it does work (after the fix) - but only if I move to a mouse with an actual scroll wheel... I'm usually using a mouse with a clickable physical button configured to scroll up/down, click…
Interesting, I'll postpone this effort until your next update.
Yes, something like an interface I can implement to let AC ask for the scene to load (by name) would be great 👍
I see. Since this will be done on every save (including autosaves), maybe it's worth having an event where the label can be set before the save rather than after the fact (perf wise)?
So good to see the addition of the aspect ratio range feature - in my eyes this is a massive step up for AC 👍
If (I'm just saying if :wink:) you plan to tackle UPM package next and need any help with testing or feedback, don't hesitate to reach out…
The action is used when changing floor where I:
1. teleport the player to the new y pos
2. swap the navmesh
3. change the players sortingmap
No navmeshes or sortingmaps are overlapping.
By "crossing the region" I just ment that everythin…
Yes, the scene's navmesh is switched using the "Scene: Change setting" Action. The holes in the navmeshes are not baked into the navemesh.
Here's the stack trace:
Pathfinding error - cannot build spanning tree from (12.7, 6.4) to (7.6, 7…