Thank you Chris, I will try that and report back.
Do you recommend leaving the 'Hotspot detection method' to 'Custom script' so that my custom raycast logic works both for Normal and Cutscene game states or revert it back to 'Mouse Over' and have t…
No, I am not adding both tracks to the queue at the same time.
I am playing the first track with looping enabled when the scene starts and then at later point, after a player's action, I am queueing the second tracking with looping enabled.
I don'…
Update I think I have found the culprit here: The Transition time (s) (aka fadeTime internally) of my actions is 0, meaning that in the Soundtrack.cs in ~ line 120, the if (nextSoundtrack.fadeTime > 0f) is never satisfied, and there's no else sta…
On top of that, I have noticed that even if the first loopable music track finishes, the logic never fetches the first track of the queuedSoundtrackarray and it keeps playing the first loopable music track over and over. Am I doing something wrong h…
My concern here is how I can link certain entities (e.g. the Adventure Creator inventory item for 'Paper') with titles that allow noun declension while also making use of Adventure Creator's localization logic.
I was thinking of a Scriptable Object…
Actually, I found the issue and it was on my (rather complex) animator graph: An animation clip is playing back after the character finishes with their walk cycle animation and this way the reason of the delay.
Feel free to close/delete this post i…
Ah yes, apologies. I am on version 1.85.5 (latest).
It's a bit hard to debug this using a Debug.Log statement as the Turn() function gets called in every frame (via the StateHandler:Update() as far as I can see from the call stack).
Placing a Deb…
Another way this can be approached without altering the gameState getter is having the AC_Trigger class listen for the OnBeforeChangeScene and maybe disable itself so it doesn't listen for the produced trigger events (e.g. OnTriggerExit2D), given th…
Unfortunately not, if a nullability check is added for playerInteraction then a NullReferenceException is produced because of the checks that follow right after that:
if (KickStarter.actionListManager.IsGameplayBlocked ())
and
if (KickStarter.pla…
+1
An alternative OnStartSpeech event that allows users to alter the display duration of the speech line can be useful in cases where we want to provide a different algorithm for calculating the line duration (e.g. based on syllables or words, excl…
Thanks Chris.
Regarding the OnVariableChange, I have already implemented something related to your suggestion (the NANTest script), thank you for providing more context!
As for the reported warning / error comments: Apologies for spamming the thre…
Encountered one more issue, this time an error: I am loading a subscene at some point in the game (a map scene). When I click on a hotspot on that scene to change to another scene, then the following error is produced:
ArgumentException: Scene to u…
I have also noticed the following warning whenever a scene loads, that was not being generated on prior versions.
The scene named '' was not found in the Build settings.
(Image)
Is it maybe due to the fact that the default player has a previousS…
Hey Chris!
Quick question regarding the removal of the Scene Manager's "On variable change" logic: What was the reason behind this change?
On one hand I can see how the "Event runner" component can be a good substitute, but on …
Ah yes, sorry I forgot to disclose that in my previous comment.
I can no longer recreate the issue and I think it was probably due to some leftover setting I forgot to change back (either the 'Drag Override Input' flag or the changed Input Actions …