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3) On the character inspector check "use expressions" and add as many expressions you need with custom names. Keep note of the ID of each ("expression #0, #1, #2 etc..). The
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you can subtract or add 1; if you want button #2 change state, you can subtract or add 10; if you want button #3 to change state, you can subtract or add 100; and so on. Then you just need to check i
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to camera #1, and then we switch from camera #2 to camera #1, the hotspost becomes interactive as expected. However, if the main camera was always camera #1 to begin with, and then the hotspot's limi
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Alright, I'm taking baby steps toward understanding AC properly (the previous plugins/softwares I've used have been very different), so I'm still posting these beginner's questions...
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For issue #2, I don't have enough to go on - I'm afraid I will need steps to reliably reproduce it.
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Sorting layers are configured per project, not scene. I generally give them generic names (e.g. background far, background near, middleground, foreground, etc) and use them in all scenes. But if you r
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If I start on scene 0 where all player characters are born, switching between my two player characters works fine. But if I switch to another scene with my current player, and then add another player
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* Load the Save file we created in step #2.
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^ That was the main issue. Another minor issue I found was that if in the middle of a crossfade between tracks #1 and #2, you start a crossfade into track #3, #1 is dropped immediately, and the crossf
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(From Action #2 in ActionList 'Trigger')
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string data = "How much is 1+1;#2#3#11#639";public ActionList RiddleGame;public Conversation riddleAnswers;public void GetRandomRiddle() { string[] qData = data.Split('#');
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I'm having an issue with "Sound:::::: > Play music". When starting scene 1, I play a short intro music track (track #1) followed by a queued looping track (track #2). When I e
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The rounding issue is a common problem with floats, or float-based variables like Vectors
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UX aside, this little action solves issue #2 and is greatly appreciated!
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When the player learns new information, this might update to page#2: 'The mother took it. It seems most likely that she has locked it in a cupboard in their shared sleeping chamber.'
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Just did #2 again and kept an eye on the object. When the game ends and gets sent back to the main menu, it does appear to destroy his object and create another one from the prefab, but his portrait i
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Edit #2: In PlayerInput.cs -> GetDeltaTime() returning Time.unscaledDeltaTime seems to solve the problem and work reasonably well with Pause mode as well, without custom constants. I haven't te
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If #1 wasn't preloading, but just switching scene, you'd get the same behaviour. Try disconnecting #2 from #3 - what happens?
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I've just tested the option #2 as it seemed more straightforward. The -1 didn't do the trick, but 0.1 instead works like a charm.
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I stand corrected - in your example, you would need to have an instance of the Conversation in Scene #2 for it to work. Otherwise, the Conversation in Scene #3 won't know what scene to load data from