@ Screen position out of view frustum:
It will take me some time to replicate this on a Windows machine. But again: are there any problems with the actual game, beside the Console error?
@ blurry text:
I don't know what else to suggest. As I said…
@humaldo:* At the start, the following appears in the Console (seems to only occur on Windows):
Screen position out of view frustum (screen pos 0.000000, 0.000000, 1000.000000) (Camera rect 0 0 0 0) UnityEditor.DockArea:OnGUI()
Anything wrong with …
What's your "Camera perspective" set to in the Settings Manager? If you want the sprite to rotate dynamically with the camera, it'll need to be set to 3D.
I believe that's what I was suggesting. The other ActionList (with your NPCs talking) will continue to run while the player is presented with the options. The Conversation should be displayed at this time - it's not clear if you've gotten this far…
I believe you, but nowhere in AC's code does it actually set the framerate of your sprite animations. The animations are played using the regular Mecanim animation system, which means the playback speed is controlled entirely through Unity.
The on…
You would need to show the properties of the Menu, as I can't tell how the Menu is normally displayed.
Know that if you want to block normal gameplay while the Menu is on, you can check Pause game while enabled?. If you want animations to continue…
Me neither, I'm afraid - in fact my experience with repos in general is pretty minimal. There's nothing that I can think of that would cause one button to work and not the other.
Is there any kind of pattern to the problem, e.g. the Menu has to be…
Any error messages in the Console that might shed some light?
Did you switch back to your game's Managers after the update? You need to find your ManagerPackage file in your game's folder, and click "Assign Managers" in the Inspector (se…
Can't recreate from this alone - feature works fine for me.
The click texture is displayed on top of the base texture for a short time - it doesn't replace it. Is it possible that it's just hard to see because of e.g. alpha channels?
Know that yo…
The Conversation's Appear type should be left as During Conversation - it won't work otherwise.
A gameplay-blocking ActionList (all are, by default) will stop running once you use the Dialogue: Start conversation Action, as it's then assumed that t…
You could try using parameters to create an ActionList that contains a Dialogue: Play speech Action for the NPC in question, in which the speech text is linked to a String parameter. A Variable: Check Action before it could be used, as you suggeste…
In future, please post separate issues in separate threads, but thanks for the bug reports.
2D Rigidbody's don't have an "Ignore gravity" option - are you using 3D Rigidbodies? Please give some more detail into the way your game is set u…
Please be as specific as you can. Which GUI buttons in particular? The more detail you can give, the better an answer I can provide, and more likely I can offer a fix.
Indeed: it's actually rather unnecessary now that the "Override options?" feature exists within the Conversation Action.
The Editor was created before that feature was possible, and was intended as an easier alternative to the Conversatio…
You haven't described what method of animation (Sprites, Legacy, Mecanim etc) you're using, and the answer may well depend on that.
First I'd suggest determining if this is because the Action that triggers this animation is being run prematurely, o…
Generally animation should be handled by Unity's own animation systems, unless you're using some kind of custom engine. What animation engine are you using?