Sweet, thanks Chris. This was for when my frontend scene was an AC scene (so naturally I wanted to not have an inventory there), but I've since gone back to my frotend scene being a normal, non AC scene. I am sure knowing this will come in handy in …
Actually one thing I just noticed somewhat randomly is that if you copy paste a Dialogue: Play Speech action into a different actionlist it will preserve the Speech Manager ID of the original Play Speech
Which basically has the exact same effect as …
Just to chime in as well: I'm on 4.6 too (and I too had trouble originally). And yes I also was seeing only some of the package contents at first upon import. Very strange...
How are people on Unity 5 btw? Some sort of secret beta going on?
Hmm.. so it seems to have worked on my 5th or so attempt. The only thing (I think) I did differently this time was I thought I'd import everything as previously I was leaving out the References file based on previous advice from Chris in order to av…
Have people been able to update successfully to 1.42? I've tried 3 times and I seem to only ever get 1.41b (at least that's what the footer of the various manager inspectors reports - and the manual and the changelog)
I see that the asset store repo…
FYI I decided to turn my Frontend scene to an AC scene as I needed to run some ActionLists when Frontend buttons get clicked anyway and this did go away when I did that. So it does look like it's the fact that I am loading from a non-AC scene into a…
Wow, some real gems in there, with the conversation and actionlist improvements being particular highlights for me! The parallel action is another super cool improvement!
Many thanks for all the awesome work Chris!
Yup I've got that option ticked, the music will carry on playing when I go into the pause/options menu (which is the default one, yes). It only stops when I click the slider.
I hacked SpeechManager.cs a little bit to get some quick results on this. Not quite what I was describing above, but at least it gives me what I need for now (a list of lines that don't have a speech clip associated with them)
If anyone else is inte…
I just tried it with Brain2D and I am getting the exact same behaviour (loading directly in the scene all looks fine, loading through the frontend scene sorting layers go wacky)
I can look into making the Frontend scene an AC scene, in the meantime …
I am sorry I think I didn't explain what happened very clearly!
I didn't create the frontend scene to counter a bug with AC! I had to create a frontend menu regardless as my demo didn't have one and it felt a bit wrong that it loaded you straight i…
Hmm.. right I see... so if I am understanding you correctly you're saying Hotspots have an associated list of interactions *per input/interaction mode*?
So I may have a Use and an Examine interaction in Mouse and Keyboard/Context Sensitive mode, but…
Well I've tracked it down to HotspotEditor.cs line 96 where the code seems to require that the interaction mode is set to ContextSensitive so that it'll include the Look interaction.
As a test I added || settingsManager.interactionMethod == AC_Inter…
Right, so after reverting everything and starting from scratch on Mac (thank god for source control!) I've managed to narrow it down a bit:
So when you go into the settings manager and set the input mode to touch screen and the interaction mode to &…
Ok, some progress.. upon closer inspection (and I can't believe I am only just realising this) it appears that the "Examine" interactions of *all* the hotspots in the level are not present when I load the level on the Mac. They're still th…