I find it exceedingly hard to turn things on and off in AC (Id kill for a simple turn on/off action but I assume Unity itself is making that hard), I think my current solution is to use send message to a gameobject with a script to receive it, then …
Upgraded, feels nice :-) Does it not pick up text from AC objects which are disabled? I have some mission stuff that gets turned on when needed but I realised its not turning up in my .csv when I export text.
Yeah, mostly I just want one CSV with English only, so we can pass it back and forth easily without confusion.However I fear the second version of the text will just confuse issues:
130|Speech (Narrator)|You got a sea shell.|You got a sea shell.
If…
just checking my csv, is there a way i can "export all translations" but only have english for now ? I only want a simple file we can edit over dropbox then reimport later, for now I dont care about secondary languages.
Right now im seeing…
Great work as usual Chris. The new export wizard, does that mean I can export a type of script file, and share it with my mate in dropbox, and we can edit, then I can simply reimport it into AC? If so that is so perfect for collaborating, here's hop…
Ive noticed he wont follow either, I see a null pointer: Im trying to remember if I need some sort of nav mesh to get them to follow (or turn)
NullReferenceException: Object reference not set to an instance of an objectAC.NavigationEngine_PolygonCol…
I had the same issue, removing the try catch and defining the missing inputs in the inputmanager was a great solution. A significant speed up of around 10 FPS!...
I also noticed that StateHandler.Update() is quite demanding (12.4% of total) anyone k…
It could be because my custom AC action scripts are now forced to be inherited from "Action" (before they were MonoBehaviour) so Im getting compile errors, strangely it is letting me run, which is maybe the issue. Now that I have made them…
Thanks mate, it happens when I go through a trigger that my player falls through on game start.
NullReferenceException: Object reference not set to an instance of an objectAC.AC_Trigger.IsObjectCorrect (UnityEngine.GameObject obToCheck) (at Assets/A…
I appear to be getting a null pointer at this line in AC_Trigger:
private bool IsObjectCorrect (GameObject obToCheck) { if (KickStarter.stateHandler.gameState != GameState.Normal || obToCheck == null)//here
I just upgraded from 1.48 to 1.50i and now I cant see the icon when I am looking at a hotspot, my triggers now dont work either. Any ideas? All my managers appear to load fine including the cursor manager. I'm seeing a fair few references to the sam…