I can't yet relate to the feeling of releasing a game but definitely can relate to the asking of many dumb annoying questions to Chris! Congrats, game is definitely unique and interesting.
Ah ok, those editor scripts make perfect sense now. Thanks again Chris, took me a lot longer to sort out though than I'm proud to admit. I was getting very annoyed why I couldn't specify ConstantIDEditor as a subclass of my script because Unity kept…
Just a final quick question - the tablet menu I have is a child of the player and so I am going to attach the remember scripts onto some new empty gameobjects that I'll attach to the player. The plan then was to create a public gameobject variable i…
As ever thanks again Chris. I think I was far too concerned with the fact that all Remember scripts work on the basis that they are always attached to the GameObject where the data they need to save/load is stored - obviously thinking about it I can…
Thanks Chris.....I think I'm fine. I've removed any methods in my custom action that were unchanged from the original PlaySpeech action, any methods that were changed I've kept them in full.
So to confirm my understanding - if in my custom action, …
Sorry Chris, me again! I've looked into the custom action as a subclass of ActionSpeech instead of Action. I initially just kept the custom script I have and changed the subclass from Action to ActionSpeech however this queried a few methods whereby…
My apologies, in my limited knowledge I assumed that the OnStartConversation() was recording speech in conversations and the OnStartSpeech() recorded all speech - I now see the check you refer to in the OnStartSpeech() that was made in the first pas…
@ChrisIceBox
Once again just a massive thank you for your amazing help and support on here! I tested out the provided script, it seemed to work for conversations however if I played dialogue outside of a conversation then it wouldn't 'record' the s…
Apologies, I thought I needed to keep that checked to ensure that you had the exact same scene as I do to help recreate the problem. Re-exported and now only 20MB - I'll PM you the link now. Thanks again.
Thanks Chris.
I've created a new scene with the bear minimum (just the NPCs and path markers). I've then exported the scene as a package, I presume that is what you wanted? The package is 215MB, if this is what you were wanting then how would be be…
Hey Chris, I now see that the ActionList Asset has the 'Can Run Multiple Instances?' checkbox however I'm struggling with one particular aspect. I intend to use this to send different NPCs on the same routes, so I've created an ActionList asset whic…
Quick update - it seems the 'Retain in Prefab?' option works perfectly as intended however I was buggering it up by not 'applying' this change via the Overrides tab in the scene view before opening up the Prefab in the Prefab view.
So I've found th…
Hey Chris, sorry I've not had much time on my project since posting this. Struggling to recreate now (typical) - as I mentioned in my first post the 'Retain in Prefab?' didn't seem to be doing anything however whilst trying to recreate earlier today…
Hey Chris, thanks again for the quick response. I'm using the latest AC version (1.65.2).
As for recreation all I did was open a prefab via the arrow in the scene hierarchy (so the prefab was in the scene, then opening it up via that arrow takes yo…