By FSM, I'm referring to the Follow Sorting Map component - which resizes a sprite and changes it's order in layer value as it moves around the scene, in order to create the illusion of depth.
The component works by modifying the "Order In Lay…
Welcome to the community, @gmork6.
You may need to contact @hedgefield directly, as he's the author of the method in question. I expect you'll also need to provide more details about your setup, as the image doesn't show much in the way of how you…
Two new tutorials! (Well, one new and one remake)
(Image)
Remaking Unity's adventure game
Running time: 2hr 30min
Unity made their own adventure game as part of Unity 2016's Training Day, complete with snazzy graphics and bad jokes we all love th…
I mean you need to have an AudioClip variable named myNewMusicClip that refers to the actual asset. In your script, place the following above your Start function:
public AudioClip myNewMusicClip; // The audio clip to insert
public int i; // The in…
It should be possible just by setting the Player: Switch Action's New Player position option to Appear In Other Scene, then specificing which new scene to place them in. Have you tried that, and if so, what was the result?
That was my suggestion, yes. However, I don't understand why the sound would continue to play when paused, or why/when the player would be teleported. Is the "EndCutscene" input being invoked as part of this?
1. If you're looking into a thousand sentences, then you certainly want to minimise the number of Conversations / work involved for each one. This may involve custom coding in parts, but smart use of variables and ActionList parameters may also hel…
Added at runtime as in through a download or an asset bundle?
It'll take some coding, but should be possible. Provided you've got a sound added to your assets, and a script reference to it, you can replace a track to the Music Engine with:
AC.Kic…
Again: I can't speak for Unity as the code is still leveraging Unity's features, so it's still down to Unity. However, I would guess that multiple preloading is OK, but data is lost once a preloaded scene is opened and then closed.
Asyncronous loa…
As the music is supposed to resume automatically, manually resuming it will throw things off so I'd say the Console message returned as misleading.
- In which versions of both AC and Unity? If not the latest AC, please try updating.
- When it brea…
For control over the way animations are played back, and the ability to use transitions, Animator parameters, etc, you'll need to switch to Sprites Unity Complex.
This mode causes animations to play based on changing parameter values, rather than a…
I asked about Json because there is a limitation with it in that only one Remember component can be attached to a GameObject - you want it unchecked in this case.
What if you swap the components around? Does it then save the Hotspot but not the vi…
AC ActionLists don't run in loading scenes - they're for display purposes only and will close as soon as they finish loading the next scene.
When it comes to preloading, you generally use it in the previous "proper" scene once you know wh…