Hi Chris - thanks, I did watch the new tutorial, and edited the URP asset itself in the inspector as demonstrated. I think the sorting worked as long as the player's scale didn't go above 100% (scale being decided by the sorting layer's two min/max …
Thanks Chris, that's a pretty good idea, thanks, I may try that.
Thanks fildagame - interesting! If you get a chance I'd love to see what your setup looks like please. I haven't got the hang of Timeline yet at all, but in principle I can understand…
Hi Chris - having read through this and picking up on this thread, and having had a long look at the 'animated cursor' preset to try and understand what's going on... is there a resource to understand how all the systems interact? I suppose one way …
Alright, think I got it working. Might not mean much to anyone else here, but if anything, leaving it so my future self can come back to it if needs be (have Googled stuff in the past and found my own threads here explaining stuff I'd forgotten, lol…
I think it's probably solvable with this video I saw someone else post on these forums:
https://youtu.be/W4tUQr9Tv3g
Struggling but hoping to crack it sooner or later.
Thanks MapsandCaps!
Game's releasing on Steam in a little over a month! I'm excited.
Released the OST for it, pleased to discover it works out of the box on the Steam Deck, and translated the game into Chinese:
https://store.steampowered.com/news/ap…
Thanks Chris.
When I switch to the Web Build Profile, I see the Player Settings automatically removed the STEAMWORKS Scripting Define Symbol.
I tried adding DISABLESTEAMWORKS as a Scripting Define Symbol, but the problem I was running into was wit…
Hi Chris, I'm running into a new problem.
When I press 'd' the player dabs and the NPC response works well, and it's how I've been testing.
However, when I trigger the Player Dab from an icon in the Inventory that plays the PlayerDab ActionList, t…
Ah, ok. I think I may have solved it.
I changed this line:
if (KickStarter.playerInput.InputGetButtonDown("Dab") && AC.KickStarter.stateHandler.IsInGameplay())
And removed this:
&& AC.KickStarter.stateHandler.IsInGamepl…
Hi Chris, thanks for this. While this seems to work, I think it's only turning the Pause Subtitles to 'Off' when Subtitles is turned back on, so the character speaks a line without subtitles and then waits for a mouse click to progress even when the…
Thanks Chris. The gizmos are now always visible, so that's great. But the action isn't working as intended after a scene switch.
I'm trying to figure out what's going on, hopefully this video helps:
https://youtu.be/sod1uWoZ21w
The Debug notices …
Will try this, thanks, but the main issue was that the scripts seemed to stop working after a scene change. Yes, values were the same. Once, the ActionList seemed to lose its reference for one NPC, not sure why. No problem having multiple NPCs in on…
This is the script I'm using btw. Using AC 1.82.2
using UnityEngine;using AC;public class NPCDabResponse : MonoBehaviour{ public ActionList dabResponseActionList; public float maxDistance = 3f; void Update() { if (KickStarter.pla…
Ah, darn - spoke too soon.
Set everything up with all the NPCs but sadly it seems like the NPCDabResponse script only works when the scene is loaded up fresh, but is not surviving scene changes for some reason. So, if I walk out of a room to a new r…
I do have one more question about this please - while turning Subtitles to Off hides the 'Pause Subtitles' option, the Pause Subtitles might still be set to On, so what happens is the characters speak without subtitles but wait for a mouse click to …
Hi Chris - so, I tried the latest script but it didn't work, but what did work was the previous script, so I attached it to the NPC and set the NPC's ActionListReponse to 'Run in background' and set an initial Engine delay of 1.5 seconds.
The issue…