Yes, the way I've found to do this is just to use the 3D draggable system with 2D sprites, works perfectly fine. If you need some extra help or have questions on how to do this, feel free to come on the AC Discord and I can help you out on there! :)
Unity Version: 2021.3.1f1
AC Version: 1.78.4
The text animations come from the Text Animator asset for Unity
https://assetstore.unity.com/packages/tools/gui/text-animator-for-unity-254677?aid=1100lf9cL&pubref=website-button
Then here are those…
Did some of the tests, and as I was working on this it magically decided to work! I was messing around with some stuff previously unrelated to this, perhaps something I did fixed the problem? I honestly have no clue what I did, but it's no longer cr…
Disabling everything but the gameEngine and mainCamera didn't seem to work, the game still crashed.
Below is the results from running the game with the profiler in the editor.
(Image)
Update: Seems like based off what I got from google, this is a problem with the app using too much memory?
I'm too much of an idiot though to know how to fix somthing like that
Ran it in XCode, and got this error when the game crashed
Job.Worker 0 (9): EXC_RESOURCE RESOURCE_TYPE_MEMORY (limit=1450 MB, unused=0x0)
Don't really know what this means though.
I'm currently using AC version 1.75.2, and Unity version 2020.3.14f1.
The game does use Steamworks for steam achievements. Those scripts are disabled for mobile builds, and I've ruled that out as the problem as I tried making a build where those scr…
Also, one more thing: If you want to exclude this code from builds that won't be utilising Steamworks, you can do so by adding DISABLESTEAMWORKS as a Scripting Define Symbol in the player settings. (This is required for this to compile on non linux/…
Oh my goodness, I feel like an idiot. I figured out the problem, it was due to an overlay camera I in that scene that I had forgotten to remove. It was messing with AC's camera system, removing it seems to have done the trick.
Thanks for the response. The only non-AC camera tool I'm using is an asset called Camera Fit, but all that does is choose how the camera should scale. That's an asset I've been using since the beginning of the project.
There was a time where you cou…
I should also mention that the only major change I've made to the project (other than new content) was a render pipeline switch from SRP to URP. This problem cropped up after the switch, but I don't think that it happened right away, and it only has…
It would act pretty much as exactly as saving the game does, but I would do it on my end before sending the build to my playtesters. This wouldn't really be a final feature of the game, but I think my playtesters are getting a little tired of having…
I don't really have a specific use case in mind yet at least, but it's good to know that it's possible. I don't really know much C#, but I'll take a look at the scripting guide and see what I can do. Thanks for the help!