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…