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stranger

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  • Here's how I solved it. First I created an unskippable asset action list that only has one action which is to run action. (Image) Whenever I want to run action list without passing over the skip, I use the unskippable asset action. But then there's…
  • @ChrisIceBox I tried the code above, but it doesn't call the last node ActionList: Run in a sub-cutscene so it never calls the next sub-cutscene in the list. I tried the following, but it doesn't have effect, meaning it goes to the next sub-cutsce…
  • @ChrisIceBox Thank you for your comment. You are right. It would be best if unity have plugin and editor extensions from asset store to be installed as a package so that they are not part of the main repository. It would be useful if the same plugi…
  • ActionManager.cs little fix. You get the idea, I am still working on it, but it's totally doable. public string FolderPath { get { return Resource.MainFolderPathRelativeToAssets + "/Script…
  • A small correction I had to do. packageID is now hard coded. I hope there's a way to get the package id from script. public static string MainFolderPathRelativeToAssets { get { var path = MainFolderFullPath; …
  • I managed to get it working by this assembly definition file settings in custom packages folder https://pasteboard.co/JHCPlxE.png https://pasteboard.co/JHCPDYL.png The demos are still in the assets folder and it seems I can play them fine. However…
  • I suggest that you change the main scripts folder structure (excluding the demos) to be Runtime Editor and an assembly definition file in each of them with respective settings. Since I usually modify the assets I use I move them to custom package fo…
  • @ChrisIceBox Thank you very much for your prompt reply. Sounds exactly fit to my needs!
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