Forum rules - please read before posting.

ChrisIceBox

About

Username
ChrisIceBox
Joined
Visits
8,320
Last Active
Roles
Administrator

Comments

  • (Quote) Yes. It depends on how many save slots you want to have, and if you want to have scrolling or not, but I'd say the first method is the easier of the two.
  • In the video, the walls shrink (and then probably teleport out of view when too small). You can achieve the same effect using animation and Unity's Animator component. The effect itself wouldn't involve AC. For each wall, add an Animator that has…
  • Is there some issue you're having with AC? Whether AC runs in a scene is determined by the presence of a "GameEngine" object, which the Scene Manager will spawn when setting it up. Remove both this, and the MainCamera's "Main Camera…
  • Your "constantID" is private. Make it public, or mark is as [SerializeField], so that its value is saved when set in ShowGUI. For asset-based Actions to affect objects in the scene, they use the Constant ID value to locate them at runtim…
  • I will need steps to recreate the issue - see my questions above. I cannot recreate such an issue with the 3D Demo's Pause menu, if I assign a hover sound, prevent is from pausing, and switch to Unity UI. Is this the same for you?
  • Autosaves will automatically be saved into slot "0". If your SavesList element's Save when click on? field is unchecked, then you need to assign an ActionList when click asset that performs the actual saving, using the Save: Save or load …
  • What if you switch the default Conversation Menu's Source to Unity Ui Prefab? How are you navigating the menu - directly, or with the mouse - and what's your AC version?
  • Sorry, my mistake. The Appear type should be left as During Conversation. It is indeed the Position type that needs to be set to Manual. Also, the Menu needs to use Unity UI for it to be manually re-positionable. The above script will position i…
  • You should move as much as you can out of Resources - the more you have in it, the longer your load times will be. MultiSceneChecker.Start initiates AC's scene loading process, which updates scenes with data and asset files that may need to be load…
  • Can you share your Edit -> Project -> Player settings window so that I can attempt a recreation. Please also be specific about your versions - with betas, patch releases etc, the latest version isn't always so clear. It's hard to tell the ca…
  • (Quote) Not necessarily. A Constant ID component generates a unique ID number when attached to an object - and it's that number, not the component itself, that AC uses to link assets with scene objects. If an asset previously referenced an ID numb…
  • You should only place files into Resource folders if they need to be there - i.e. for speech audio playback, or for saving/loading. Don't place them in there otherwise - having this many files in there will be the cause of your long load times. Th…
  • (Quote) Can you elaborate on this? What assets specifically do you have in Resources folders, and what are they used for? It may not be necessary for all your sprites to be in Resources folders if that's where they are now. Except for speech audi…
  • The most hassle-free way would be to make it in a separate scene - and switch to it after the camera transition. When creating a new scene in the Scene Manager, you have the option to override your game's regular perspective settings. Check Overri…
  • What's your AC version? "SoundManager.LoadFMODSound" isn't related to AC. Your project makes use of FMOD, I take it? Long load times when switching scenes is typically related to assets in Resources folders. See the Manual's "Perf…
  • (Quote) Why the Player: Switch Action beforehand then? I'm not clear on the exact scenario here. There should be no issue based only on the details you've given - it's likely some small detail or factor that would be too hard to spot just based on…
  • Welcome to the community, @BostonLeeK. There should be no difference in ActionList behaviour between Builds vs Editor. The issue may be related to the Action itself. Can you share the exact code you're using, and are your Error Logs revealing any…
  • Did you update Unity as well? Some of this may be related to that as well. (Quote) AC doesn't have its own scene / build settings manager - it relies on Unity's. Specifically, this data is stored in your Library folder's BuildSettings asset. AC …
  • That would be down to the settings of the original video file, when you render it out. But your original method of swapping individual sprite frames is still valid - don't let me dissuade you from using that instead if that's the better option for …
  • (Quote) This is what AC actually tries to resolve itself by its own OptionalMouseInputModule script, which replaces the default EventSystem unless you assign an override in the Menu Manager. I haven't been able to recreate your issue, but you can s…
Avatar

Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

Welcome to the official forum for Adventure Creator.