Chris:
Correct, the font was not displayed in the game. However, I updated to the latest version of AC, disabled the languages and all worked correctly. Thanks.
Chris:
Side question. So I have 6 languages, in this order:
English, German, French, Italian, Korean and Spanish
IF I leave them in that order, and I have imported all the language translations ( including Korean with the font NanumBarunGothic ), …
Chris:
I had Remember Animation as well as Remember Scale ( in that order, from top to bottom ). I removed Remember Animation and checked the box in Remember Scale to "Retain in prefab?" and it "seems" to work. More testing is n…
Chris:
I'm think I'm getting closer. I have three different players ( Player 0, Player 1 and Player 3 ). I look at the Player data #0 and the only "Remember data" it has is AC.AnimationData. Am I looking in the correct area?
https://phot…
Chris:
No, it's still a problem and I can duplicate it 100% of the time.
I am trying this on PS4, PS5, Nintendo Switch and XBox and it all have the same issues.
I'm saving the data as a PlayerPrefs so I can see the values. Any suggestion on where…
Chris:
I was clicking on the first element of the list and it doesn't show the "Edit start data..." ( which makes sense now that I think about it), but all the others do. I was able to reset them to scene zero ( which is my boot loader ) …
Chris:
Also fixed your script. Your data.scale is only a float so I picked one of the axis of the localScale since they are all the same.
data.scale = gameObject.transform.localScale.x;
Thanks.
Chris:
Here is a link to the character's full inspector as requested. I am still testing the Character: Change Rendering
https://photos.app.goo.gl/2o9etfLcC6C1U38PA
Thanks!
Chris:
Yes, it's for 3D character on the root. I literally have over 100 scale changes, it's going to take a while to swap all those out to Character: Change rendering.
UPDATE:
I looked into the Character: Change Rendering and my option is New Sca…
Thank you Chris.
I have a Update that checks to see if there is Input from either JoyCon's or GetMouseButtonDown. If either is true, I switch to InputMethod.TouchScreen or InputMethod.KeyboardOrController.
This seems to work. I will post here afte…
Yes, it's AC menu. I would like it if I can just hold the button down and it would move until I let go. Trying to avoid having to click up or down each line.
Adding this feature would be nice, as a configurable item.
A suggestion would be if you c…
You were close.
Change the private void GetFont to private Font GetFont
private Font GetFont(int languageIndex){ foreach (PerLanguageFont perLanguageFont in perLanguageFonts) { if (languageIndex == perLanguageFont.languageIndex &&…
I'm assuming I would just create a GameObject and attach this to it? Seems pretty straight forward.
This is what I was looking for "PlayerMenus.GetMenus ()"
That's what I was thinking of. I'm currently using AC menus, but I'm not sure how to get the list Menu items, then I would need to loop through all of the MenuElements of each Menu item to update the font.
Where do I look for that?