Provided you have a Paths component attached to the Player prefab, this will get you the end of the Player's path:
if (GameObject.FindWithTag (Tags.player) && GameObject.FindWithTag (Tags.player).GetComponent <Paths>())
{
Paths p = …
@Antonis:
Say you have a public Cutscene variable called myCutscene in your script. This line will initiate it:
myCutscene.Interact ();
You can also do this with the Object: Send message Action, by selecting the Cutscene and setting the "Me…
Apologies for the teething problems - it's not always easy to fix one thing without breaking another. I will have an update with fixes out shortly.
I was also not aware that Unity wouldn't automatically rename RuntimeVariables to GlobalVariables! …
Thanks, that seems likely it. If that's the case, better to just improve the Toggle element, since that's already got an "On/Off" state, only it's a label rather than a texture that shows off it's state to the player. With a Toggle type …
Very sorry that happened to you!
Echoing hedgefield, how did you copy the list? I've a suspicion you copied Actions the "correct" way (i.e. using the ActionList editor/inspector, and I've found that an ActionList will reset after the fir…
Sure no problem, throw in whatever you want to suggest.
Lucky me ;)
Can't speak for all the suggestions, but certainly the bugs will get fixed ASAP. I'm not sure about the two-pixel offset bug, however. Seems to be an Editor-only issue for me - d…
Is this "shape change" to occur in-game? (As in, while playing you can tilt the iPhone and have the menu re-adjust itself) If so, it would require two menus: one for wide, another for tall. A custom script would check the iPhone's state…