@SoundGuy: I don't know in what way you improved it! I did make some additions to it beyond Tim's work, however, so I'd recommend an import.
Upgrade notes are always at the top of the release notes - once you've downloaded the latest update (in th…
Thank you, fixed. It was to do with the screen height being wrongly accounted for. Unfortunately the fix is a bit complex, so you'll have to wait for the 1.40 update, rather than a script line to change.
I had to scrap the snazzy animated header in favour of a basic HTML table. Sounded like only a few were getting it to work - but good to know it's now showing what's intended.
@Xidore: Thanks again for helping out with your explanations, it's appreciated!
@SoundGuy: This is correct - you should generally keep Hotspots and their associated sprites separate (mainly to ensure no problems with prefab links), but adding the t…
Fixed where, exactly? If it's in the centre of the screen, it means it's locked. Pressing the "ToggleCursor" input should unlock it this case - though it's possible this should be automatic.
"off" in what way? Please try to give more details when posting.
It's not possible from this to determine the reason behind the long load times, either, but know that it is possible to define a scene that acts as your game's "Loadin…
Honestly, I'm not too sure. Reducing them to their minimum required should certainly give a boost, but of how much I can't say. They're literally referring to how far away Hotspots / NavMeshes etc can be from the camera and still be detected.
If it works, it works! Just in case you didn't know, though: you can use the Object: Send message Action to "turn off" Hotpots and the like. It'll move them onto the Ignore raycast layer, disabling them until you turn them back on.
Are we talking different platforms, or just e.g. PC to PC?
When you say "huge hangs between lines", are you referring to the display duration of the lines themselves, or the gap between them? I'm not quite picking up what's happening.
A…
I'll admit I didn't test it, but you see what I'm getting at in principle. It may depend on your sprite's material, too. I'd suggest asking on the main Unity forums - this is a more general question, after all, and I'm not necessarily the best to …
It may be a combination of scaling with the way your colliders are set up. I've been testing it with the "Brain2D" player prefab that the 2D demo uses. Is your NPC set up the same way? It'll help to see some screens of the scene view + …
I'd imagine it's tied to the specs of your machine. 57 isn't much, it's true, but the algorithm involves a matrix of that width, so you're actually dealing with 57x57=3,249 variables.
@Xidore is right - it's a workaround that has to be there basically because of the way Unity handles lists of ScriptableObject within MonoBehaviour. Right-clicking within the ActionList Editor will let you select all Actions to copy at once, so it'…
It isn't 1 atlas, but it is 1 draw call. Again, I'd wait to see what the Unity UI brings to the table - atlas-packing is beyond my abilities, I'm afraid.