Perfect! I made it work flawlessly with this code:
{ int weight = selectedInstance.GetProperty("Weight").IntegerValue; KickStarter.runtimeInventory.Add(selectedInstance); ActionLis…
Problem goes for any element where you can fill many slots, when seeing the element in the menu editor;
(Image)
Any menu that have a lot of slots to fill gets really, really laggy, both when assigning the buttons and when editing the menu later (…
You know how it is when making games... so much to do and when you fix something is easy to forget. I hope you have luck fixing that issue, I guess you'll be able to reproduce it as I had found the bug always on 3 different projects and different un…
PS: When I say is usually fixed is because right now I'm trying to make a new menu and getting lot of problems to make the categories stay....
Some years ago I thought the problem was duplicating inventory boxes, but making new inventory boxes does…
I understand, I'll be better of making the Remember FSMs.
In the approach of mixing FSM variables and Linked Variable Components, that I used some times, I've found problems in the past and I don't know if was because not understanding them well, o…
Update: Finally sort out the strange changes on Camera Anchor spawning in different levels, before Load (and probably future problems when scene changing.)
After this fix, now the UCC player is functionally always the same, on Spawn and on Load.
I'…
PART 2:
Summary:
-player on AC player prefab,
-camera instantiated on first scene with don't destroy and assign mechanisms,
-the UCC game engine not instantiated, but present on first scene but with Don't destroy on load),
-(Optionally) UCC canvas…
Just a quick question.....
The UCC integration is being a pass in the ass, not because AC per se, but the system is made of paper glass in his relation with its own camera and game manager.
I'm fighting now with the most and last important part of…
You can safely avoid the first part of the post, not sure if you can find clues to any problem there or is just me. 2 Quick questions in the end.
No integration questions right now; just letting you know my findings and troubleshooting.
* I had so…
Amazing! I've been checking since yesterday the improvements. I'll get back when I studied and tested enough the physics if I have some specific suggeriments that can go beyond my personal needs.
For example, I noticed there is the lack of an impor…
My versions are in the top of the original post.
1.Answers.
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I can just hide the move sounds while waiting for an update, so no problem. I'm just trying to have a well enough tech demo in a few months.
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That explains it. I didn't un…
I send you a pic via private message.
I'm wondering if Slot Capacity has anything to do with it.
I'm aware you changed some stuff about how Inventory worked (in fact there were very needed updates for me, like non interactable inventory boxes only…
**Conclusions: **
None of that "legacy asset bundles" had anything to do with Adventure Creator. (those were from some random 3d assets)
Loading/Unloading the sprites via Adressables doesn't affect anything to adventure creator in my cas…
Just a question.
When I open the Adressables package manager asset, it ask me to rebundle legacy asset bundles found on the project (it finds two, doesn't tell me which are them). It says it will eliminate any reference to adressables in scripts.
…
Yes I guess is a totally expected behaviour with my UI/visual configuration.... Cause UI menus don't let hotspot show in my normal behaviour (mouse hovering) cause the raycast rec transform panel that is set on AC menu configuration, but if hotspot …
If there is no simple solution that has to do with just modifying that those icons doesn't show over menus, I guess I can just code that when there is a unpaused menu on screen, they deactivate....
I fixed it some days ago, kinda Ninja Fix. (strange problem, strange solution)
I just tried if the problem reproduced with only some managers from the demo, and others from my games. Problem was located around menus and variables, so yeah, I pinpoi…
And btw, didn't answer this: Yes, they sounds dissapearing from hearing on Load dissapear both on swithching scenes on loading and reloading the same scene.
Yes.
I expanded the test. In that autoreplay sound loop cutscene that I made, I make it as plays both Play One Shot and Pay Sound (to play on a AC sound object).
I also tested with the 2d demo settings. Both with 2d demo settings and 3d demo setti…