Thanks Chris, this is useful info. And guessing the same thing with NPCs; their animation frames from all the animations present in their animation controllers aren't all loaded into memory, like how they are for the player characters? NPCs are trea…
[Sorry - in the post above, the second image should be directly after the first image demonstrating the lost connection after exiting the prefab view, and both images should be a paragraph higher. Unnecessarily confusing, only noticed after I couldn…
Thanks Chris. Yes, my regular ‘animator’ component is on the child sprite. I was able to open the original/main character prefab and drag and drop the sprite-child into the bind slot for the Action, but as soon as I exit the prefab, the connection i…
Hi Chris, thanks for this info. Finally got somewhere with things.
1. Struggled to do or add anything to the timeline, but this was because the Director needs to be selected, not the timeline itself. I pressed the little 'lock' button to keep the d…
Thanks Chris. Yes, I have 'Flip Custom Animations?' enabled, correct - is why the in the last screenshot the character is facing right. Tried a bunch of stuff with the particles themselves, different simulation spaces and hierarchy placement, but no…
Thanks Chris. I’m using Sprites Unity Simple, I’ve drawn all the sprites facing left, and have ‘Right mirrors Left’ enabled. Character has walk anims for 8 directions.
Super, thanks Chris. For future me and anyone else who didn't know this, Functions can be called in ActionLists using the 'Object > Call Event' Action, and without using a script. Only recently discovered this:
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Thanks for this Chris, this is great info to take another crack at it. So at a zoomed out view, I'm guessing I should have a temporary copy of my character prefab in the scene to work with while building the timeline (perhaps by dragging the charact…
Hi Chris - thanks, I wasn't using the Mobile Joystick Template, and deleting the folder let me build the WebGL game. Also great suggestion re only selectively importing folder re latest release thanks, I forgot one could do that.
Thanks, that look like it did the trick. Was struggling to figure out why the new Action wasn't showing up in the 'Custom' category of Actions but I see it's been placed in the 'Dialogue' category - nice, thank you.
Hi Chris, hope all well. I have another question on 'Mark Options Already Used' and 'Already Chosen Color'. It's working well for icons, but in some cases I'd like to manually reset the colour tint on certain dialogue options after they've been chos…
Thanks Chris. I took another swing today - turns out I didn't know I needed to change the RectTool of the Tint Map first to make sure it's covering the background. Once I did that, it was pretty straightforward.
For anyone else wondering / for futu…
I suspect even though Tint Map game objects can be created, they're not functional anymore? At least, all the old tint map links I can find on the forums, site and manual are dead links. I wonder if there's a way to get something similar to work in …
Hey @Zombiehype - I wonder if you could please do me a huge favour and share some images of your tint map setup please? Does your scene's tint map use a texture? ie on a texture you can 'draw' areas where the tint should affect your character, so if…
Hi Chris - sorry to necro this thread - trying to figure out how to use Tint Maps. I create a new Tint Map with AC's ability to let me do so in the Scene settings, and have imported a texture as the tint map (drawn shadows where I want the character…
I asked Google Gemini Pro on the best way to do this (remove New Input System) and got this reply. Did that and it seems to work well - the 'mouse and keyboard' WebGL build work both for mouse and keyboard input as well as touchscreen input. I have …
Hi Chris. Compliments of the New Year. Been fiddling with this more and was able to find the Auto-Sync input method once, but then it disappeared. Turns out it wasn't showing, I'm getting this disappearing menu text: https://youtu.be/kAe4NmPqfQo
Ac…
Hi Chris. Thanks.
So, to try be clearer:
With new Input System:
* Mouse and Keyboard build (tested on WebGL and Mac) - runs on both desktop and mobile, BUT on mobile, touch screen inputs are not registered.
* Touch Input build (tested on WebGL …
Thanks Chris,
So, here's my Menu Manager. Does this mean I have AC's 'Input System Integration' template correct installed and set up?
(Image)
I've set AC's Input Method to Touch Screen and the game does indeed run on mobile touch screen on itch…