Oh all right, I see. Thanks as usual for the great, rapid support :).
I guess the best would be a way to let the texture just stay there until the ActionList is over or something like that, not sure how. But I'm not the expert here :D
thanks! I understand now.
However, despite no console errors, it seems to not work, it is basically as it works normally, but it still lets me turn completely. Weird.
Ah well, please don't bother with this anyway, I just wanted to do a test but I'…
@skitt2501
Welcome to Unity indeed. That type of stuff happened to me tons of times and I had multiple heart attacks. You literally have to backup everyday. I remember few months ago that I had posted that when I updated and re-imported AC, it then…
Hey Chris,
I hate Unity. Seriously, how is it possible that the same identical scene, opening it again a day later goes at 30 fps when it was going at 10? How am I supposed to work in these conditions I don't know. I know some friends who have relea…
damn, I just updated, but, like carlos, my game took an incredible hit in performance. From 40ish FPS it's now having an hard time getting past... 10. What could it be? I don't recall this ever happening before. Tried to look at the profiler, but th…
ooh, oohh.
I feel dumb now. Following the tutorial, I didn't pay attention to that true\false boolean near the resolution numbers and somehow I had completely forgot about those, to the point that I couldn't find the boolean haha. That makes everyt…
Hey, thanks for your help even in the holidays! :D
"Actions need to have the source for the action set in the inspector. This can be an assetList in the resources or it can be in-scene."
Sorry,but at the cost of being repetitive I'm not su…
I noticed this option under speech: "treat carriage returns at separate speech lines?"I don't understand what it means.
I'm sorry but I'm not a native english so it makes it even harder for me to understand it.
edit: I also enabled "L…
The inventory is persistent in all scenes because the game is composed just by one large scene or two at best, and you need to access it quite often. I'm not sure what you meant by "importing at runtime" ? I need game objects to be activat…
No worries, absolutely !
And thanks a lot for your answer again, it's an interesting suggestion I hadn't considered. We're talking about this, right? http://docs.unity3d.com/Manual/LayerBasedCollision.html
The problem, is that I am a terrible coder …
Sorry for intruding but one simple reason could be that the game object is a child of another one and needs to move around with its parent, for example. If you use the add function, it won't work, it will just be added in the scene in a position and…
thanks as usual!
a couple of questions:
so far I haven't downloaded the new Unity 4.6 yet. My main concern is: what happens to all the GUI you have already made? I know it's more of a Unity question but I'm concerned that something might get broken …
hey, thanks a lot!
It doesn't really solve my problem overall, but it's a start - besides it could very much turn useful for turning on and off a light. So, thanks a lot! To use the "visibility" as alternative to activating\deactivating a…
Sorry for the late answer but I tried to investigate this a little before coming back. Unfortunately I'm still not sure how to do it , maybe it's possible via scripting but right now I'm not sure.
The problem, as I said, is that this action runs on …
Well for that particular inventory item instead of setting the use: to assetlist you set it to in-scene
yes, but how? This is what I'm missing here, apologies =p
you are right, the problem is that I don't know how to reference "use this when you click on this inventory object". Normally, this is done via AC's UI. I'll try to have a look at AC's code, but it'll take a while.