But how many of those assets are being directly referenced by AC?
A background or character sprite, for example, isn't normally referenced or read by AC. That it's used as part of an AC scene doesn't mean that AC itself is involved, so it can be l…
I have given it some thought, and you're quite right that it would have to involve other components that make up your effects - as well as anything required by your render pipeline.
However, duplicating components at runtime is very hacky - if it w…
The first slot in your SavesList normally represents the Autosave - is that the case here?
Is this only when selecting the "first slot", or is the save label affecting always affecting the wrong slot?
If you can share screenshots showing…
Recreated. The Action will wait for the animated camera to play it's animation, but only if the Action itself has zero transition time.
I feel it's best to have an additional option there to let the user choose between waiting for the transition t…
Thanks for the screenshots.
This is related to Unity RectTransform components not having a valid "size" while disabled. I shall look to create a workaround, but it'll likely have to require your Canvas root to have a Canvas Group compone…
Update: Actually, it looks like - with some tweaks to the engine - the first of the three Actions I suggested above can be removed. I'll amend AC so that if you attempt to play a track that is already playing, and "Resume if already playing?&q…
It's how it looks as raw text that matters. The above should look like the following when opened up in a raw text editor:
1,Aya,This is me just testing the whole thing.
You can import this into a spreadsheet, but you'd need to make sure it doesn'…
Are you using any other custom scripts?
The MergeInventoryInputs script will only work for AC menus - is yours Unity UI, and is it named "Inventory"?
I don't have enough detail to diagnose the issue. If you can PM me a project/package w…
If the "old project" you're referring to was using v1.70.1, it's not so old that it should make such a difference - but the number of Menus your project has is still going to contribute to the startup time.
But your Profiler screenshot do…
If you go to a scene-based ActionList's cog menu (top right of the component Inspector) and choose Convert to ActionList asset, it'll automatically copy its Actions an asset file.
However, doing so will also clear any translation ID data. But if y…
AC has an asset bundle feature for speech audio, because it needs to access them directly.
For other assets, it depends on how they're used by the game - but it may not always be necessary to strictly involve AC. They can still be added to bundles…
Welcome to the community, @PC85.
When using the Footstep Sounds component, the presence of a Sound component is optional. If you remove it, you can adjust the Audio Source's Volume manually without it being controlled by AC.
Welcome to the community, @TwelveHours.
The Console's animation warnings can be ignored so far as this particular issue goes - but are you getting any other warnings further above in the window, mentioning the sprite child's local position?
This i…
What are your AC / Unity versions?
(Quote)
Is this a World Space canvas? It's typically not necessary to use "In Scene" mode otherwise. Do you have this issue if using a prefab instead?
What's your menu's "Transition type" se…
Thanks for the feedback.
I'll have a look and see if it's possible to add a means to prevent the current track from looping - this way, you can just queue up the next track as normal.
I'll attempt a recreation, but the GameCamera Animated component wasn't touched during those updates. Did you update Unity as well during this process?
Welcome to the community, @StefanieJ.
Sometimes, it's best to rely on customs scripting for something like this.
Here's a script you can attach to your Sprite Renderer that has a function to change it's sprite randomly from a collection:
using Un…
If you set the Action's Position relative to field to Nothing, then the spawned object should take the same position as its original prefab.
However, spawning objects in a scene should generally be reserved for special-use cases. For something lik…
Strange behaviour. It's hard to say where the cause of this might lie. If you're OK to share with me a pre-update project via PM - with details on which Interactions to look out for - I'd be keen to try the process myself.