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Implement a tab-based system to separate objectives by status (e.g., "In Progress" vs. "Completed"). This would provide better organization and improved navigation,
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This works for 3 objectives, but imagine having 50 objectives and needing to insert one as objective #2 - you'd have to manually renumber 48 other objectives!
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* Set a break point in the OnDownload for #2
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* I added a Canvas with a small Raw Image in the top right that displays the render texture from #2. The rest of the UI is (for now) bricks.
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Of these two issues, #2 is significant. Hopefully I'm missing something obvious.
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Here's the timer info I found in the Saved Game #2, just before the end of the game:
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I have two hotspots in the same scene. hotspot #1 have a "component" (ClickbyHoveringCursorExample) to change scenes. the other hotspot #2 is to examine an object up close when you &
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And switching to Room#2 reveals SarahShotgun as being present there?
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And switching to Room#2 reveals SarahShotgun as being present there?
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if the Inactive Player (SarahShotgun) is in Room#2, and if all these conditions are met to just prompt "Test" in dialogue, and nothing happens.
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The first is that with my changes to the layout of the dialog box I've now been unable to get it to resize if there are less than the maximum slot # accounted for - see uploaded screenshot #2.
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Thank you! The DS actions were updated without issues.
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I would recommend starting with #2 and see if you encounter issues. Bear in mind that you needn't start with an empty GameObject - if you place a Sprite in the scene, and assign that in the Character
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I really really want to use solution #2 because it seems perfectly tailored to my needs
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To fix, open up AC's Menu script and look for the following (around line #2077):
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Second, even when I put "1" in the option index, and 2 for number 2, there's some kind of displacement happening, because keypad 1 ends up picking option #2, and keypad 2 triggers op
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Just noticed there are more Player data. #1 and #2 and #3 all say Hub_street
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---> Child #2 (with Animator and body parts)
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engine\MultiSceneChecker.cs:[55:5-55:24] C##2> Void AC.AssetLoader:UnloadAssets ()+0x0 at Assets\AdventureCreator\Scripts\Static\AssetLoader.cs:[243:3-243:4] C# Void AC.LevelStorage:L