It'll need to work with them, certainly - this was just a test to see if my hunch was right.
I'll PM you a script update package to test shortly - if it solves the issue, I'll include it in the next release.
Revert back the change you made to Menu and open SaveSystem. Replace the code starting line 53:
#if UNITY_5_4_OR_NEWER
private void Awake ()
{
UnityEngine.SceneManagement.SceneManager.sceneLoaded += SceneLoaded;
}
private void OnDestroy ()
{
…
You're right. The larger issue is that all code that should be running after a scene change is doing so when the game begins. That could create other problems elsewhere.
This is indeed down to Unity 5.6. I shall look into a workaround.
Welcome to the community, @spcmicro.
You can use parameters for this, rather than variables. Parameters are a way of changing an ActionList's fields dynamically when run - see this tutorial.
If your Hotspot's Interaction contains a GameObject par…
I shall issue a fix in the next release, but you can do this manually as well by editing MenuInventoryBox.cs.
Replace line 1081:
if (invItem.id == itemID)
with:
if (invItem != null && invItem.id == itemID)
You should always back up your p…
It suspect this is due to a combination of things. Are you using Unity 5.6? It may be due to a change in both AC and Unity.
Do things improve if you remove your Rigibody2D component?
It could very well be - sorry I didn't pick that up earlier. While Unity 5.6 is still in beta, AC can't officially support it - but it will need to be looked into.
If you're aware that Android is calling this twice, does that mean you have a stack…
Not currently, but I can add this feature by extending the parameters system in the next release - at which point I'll update this thread with the necessary steps.
Not that I recall. Is your camera's Projection set to Orthographic or Perspective?
I can't detect any jittering with the 2D Demo - how does it play for you?
It may be related to your player. Try it with the 2D Demo's Player, Brain2D (found in /A…
Sorry for the trouble.
Have you modified the UI in any way? The default Walking Dead interface has an inventory on the left-side of the screen? If your Inventory Menu's Source is set to Unity Ui Prefab, does it work if you change it to Adventure …
Also, a new tutorial on creating an on-screen joystick. Credit goes to @Alverik for the CN Controls integration code.
@Nick: No problem! Asset Store reviews are more than welcome :)
Version 1.56c* Added: "ActionCheckTemplate" file - use as a template for custom Actions that check for a condition and have two outputs
* Added: The "Inventory: Check" Action can now be used to check how many items the Player is …
The "Screen arrows" mentions in the changelog refer to Arrow Prompts - you can ignore that.
As you're doing this with Unity UI. This can be done with a separate script. I've written such a script in the wiki: http://adventure-creator.wi…
Welcome to the community, @MrHellstorm.
The Straight To Cursor method should allow the movement style you're looking for. Are you using v1.56b? Let's see the settings you have under the "Movement settings" panel in the Settings Manager.…
Welcome to the community, @activia.
Thank you for the clear steps. At first glance, I wonder if this is due to your parenting of the MainCameraVR prefab to your Player.
When on mobile devices, Unity has some very hard-to-spot differences when de…
Welcome to the community, @SolNathan.
The issue of having sprites cast shadows is shader-related, not specifically to do with AC. AC doesn't handle any rendering or graphics, so you will need to look into other assets or techniques for that. Ther…