I've been hesitating posting about this bug for a couple years now because I just can't reproduce it, with the rarity / inconsistency of it. It's happened across different AC and Unity versions. My current is AC 1.69.3 and Unity 2019.4.10f1
Animati…
@themightyzq Within the action lists that grant achievements, you could check the platform and proceed accordingly. For example: if it's Steam then run the Steam code, if it's on itch then turn on a custom menu, etc.
SOLVED!
After examining the position of the player and camera on load and comparing it to the previous and proceeding scenes, I was certain of what was happening:
It was loading the previous scene instead of the current scene but keeping the playe…
What I was mentioning in the previous post is that I wouldn't always want to snap the player to the PlayerStart because doing that could cause issues in certain cases, such as blocking progress of the game.
I was assuming the camera issue was the B…
Another observation: the position of the NPCs in scene are also being shifted.
I'm currently trying to get more .save files from users, to test it more.
So that's where that camera is coming from. I do force the aspect ratio to 1.777778. I've never had an issue with that before.
I use player switching, though I do that on scene switches. And the .save files I'm testing aren't specifically in an are…
You're right, that was an unrelated issue/mistake on my part in that test scene.
I couldn't for the life of me replicate this issue. It was definitely unique to my project but had no clear sign of why it was happening. It seems to be working fine n…
I'm using primarily Sprites Unity though I do have a couple scenes that are using Mecanim. My typical animations are not using transitions, they just switch instantly.
I'm assuming it's something I did because I've been working through a bunch of b…
Fixed!
Solution: updated Multiplayer HLAPI
It's strange because I haven't updated Unity and the previous builds worked, so I assumed it was an AC issue. My game also doesn't use multiplayer.
For reference: Windows build. Music is controlled by So…
Can confirm that the issue still happens if you clear the Hotspot label's "Font" field.
Additionally, in the example I'm showing an object with two words, "puzzle box", but this issue will also cut off single word objects too.
Pausing through menus (pause menu, inventory menu, etc), with "Pause game when enable" checked.
NPC's animation engine: Sprites Unity
I'm just assigning audio clips in the inspector. Here is the full inspector:
(Image)
Ah I missed that about the comments. That feature is very helpful!
So what the comments are telling me is that "song_1_FAIL" is being triggered by "song_1" BUT "song_1" is not running, "song_0" is running whe…
An example of one of the problems that occurs, in case I haven't explained clearly:
"song_1" starts, press a wrong note, "song_1_FAIL" runs, then "song_0" starts: can win or fail "song_0" normally
"song…
Idk, I can't seem to wrap my head around why my actionLists aren't doing what they're told. A song action will be running but will act differently from what it is set up to do, but only after the timer runs out. I've stripped the actions down to the…
I spoke too soon :( the issue still persists if you play an incorrect note and then the timer runs out. I'm going to keep prodding to see if I can get to the root of the it.
Parameters wouldn't really work for the song actions, just because they all have various lengths (different number of notes to hit).
The simplified timerSet (engine wait x sec, then run timerFailCheck) I did have set up in scene. But I didn't try t…