In all honesty I've never been able to get my head around the Profiler's "Timeline" view.
Switch it over to "Hiearchy" and expand the largest contributor.
Are you saving the game at this time?
You'd need to attach a custom script that listens out for the OnPlayerJump custom event, and plays a jumping animation. Something along these lines may do it:
using UnityEngine;using AC;using Spine;using Spine.Unity;public class SpineJump : MonoBe…
Looks good!
The issue, though, will be that the customised Player is local to the scene. It's a separate object to your spawned Player, so any changes made to one won't be automatically reflected in the other.
Best to use the spawned Player in bo…
May be an issue with your AC version.
Try this:
using UnityEngine;using AC;public class CustomContinueGame : MonoBehaviour{ public void ContinueGame () { KickStarter.saveSystem.GatherSaveFiles (); int maxTime = 0; int mo…
Apologies, I think I may have misunderstood your need - this technique is to have objects be transferrable across scenes, but you're saying that the same object should appear in both scenes until the Player picks it up?
If the Player doesn't ever d…
You're right - currently, the Options Data keeps track of which save was the last to be recorded.
It's possible, however, to have a custom script that iterates through the available saves to get the latest by reading their updateTime value:
using …
This issue would typically occur either if the Player is not persistent (so that the data is simply reset), or if the data is reset manually (i.e. through script).
Is any of that code run after the scene changes?
Is the Player object that you're a…
Enable "Deep Profile", pause the game after the lag, and select the spike. Use the Hierarchy panel of the Profiler and expand the tree with the largest time (ms) value. Share screenshots and I'll take a look.
If you set up Audio Mixer Groups (see this tutorial), making the Speech mixer a child of the SFX mixer ought to achieve that - since Speech volume would then be dependent on SFX.
The animation engine shouldn't be a factor - but do you have Apply Root Motion unchecked in their Animator?
I'll need more details - what are your AC/Unity versions, and can you share screenshots of your character's full Inspector and Settings Mana…
The Output box kind of is a preview, in that the actual removal/addition of items doesn't occur until the player clicks it to add it to their Inventory. The "Create Recipe" command is another means to generate this preview.
Check Result …
You can use the character's GetSpriteDirectionInt function to work out which direction they're facing.
Roughly speaking:
int lastDirection = -1;void LateUpdate (){ int newDirection = GetComponent<AC.Char> ().GetSpriteDirectionInt () == 2;…
The Remember script's LoadData function won't be called as a result of a scene-switch if it's attached to a persistent Player. If it's becoming reset, it may be because of a separate script.
How/when are you altering the Player's color property in…
Are your Menus using Unity UI? By default, AC will spawn on request - i.e. when displayed for the first time - as opposed to all at once when the game begins.
Does the lag disappear if you instead lock your Inventory menu, so that it doesn't appea…
Remember scripts are used to save data about specific objects within a scene. Descriptions of all available Remember components can be found in the Manual's "Saving scene objects" chapter.
"Remember Moveable" will save data rel…
You can configure the timestamp format in the "Save game" section of the Settings Manager.
For full control over a save file's label, use the Save: Save or load Action. A tutorial on this topic can be found here./tutorials/custom-save-ga…
Yes - by default, they're saved in your game's Application.persistentDataPath folder.
The exact folder will vary by platform / project, but the Console / Log file will print the location upon saving.