For the first time I have tried to Build & Run one of my projects but I have compiler errors that are both related to AC and it doesn't go through. They are both the same kind:.
Assets/AdventureGame/Action List/ActionGravities.cs(81,38): error CS0115: `AC.ActionGravities.ShowGUI()' is marked as an override but no suitable method found to override
and also this
Assets/AdventureGame/OtherActions/ChangeHotspotMethod.cs(34,38): error CS0115: `AC.ChangeHotspotMethod.ShowGUI()' is marked as an override but no suitable method found to override
The last one is mine but its construction is the same as the first one and follows one of your examples.
override public void ShowGUI ()
{
// Action-specific Inspector to show tha Action as the other AC Actiuons GUI code here
mouseOver = EditorGUILayout.Toggle("enabled? ", mouseOver );
// mouseOver = EditorGUILayout.IntField ("1=Mouse, 0 = Vicinity",mouseOver );
AfterRunningOption ();
I am sure this is well known item but as I say it's the first time in my almost 2 years working with AC that I have tried the Build & Run
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Comments
#if UNITY_EDITOR
// ShowGUI and SetLabel functions
#endif
These are pre-done for you if you rely on the ActionTemplate template file, but I add an emphasis about this in the custom Action tutorial.
The ActionGravities is the action template from you downloaded directly and it has
#if UNITY_EDITOR
using UnityEditor;
#endif
I don't know how to write your statement // ShowGUI and SetLabel functions everything else in this script is exactly from your files and yet it gives the same error I mention above. Please elaborate
above your ShowGUI function, and write:
A tutorial for creating a main menu can be found here.
I definitely need help here. I have followed to the letter your tutorial on Creating A Title-Screen menu but I have problems.
First where do I build this menu on a different scene or within the main scene which I call "myHome"
If in a different scene within the same project the Settings and the Scene Managers require a Player, etc and if so (I use 1stPerson) then I have to constrain the Player or else I cannot point at any of my Title Menu. But then what do I use as a scene? I need a plane (or else the Player goes thru the floor), etc, etc.
I would appreciate if I get some hints on what is the procedure IN GENERAL about an INTRO scene that shows the Title Menu and then when choosing the New Game button to go to the first scene ("myHome")
Is there a
Thanks for your prompt answer. I managed to make it work now but your suggestion of using a non-rendered plane is good (my character was diving thru the floor it was a comic show!). As background I have used a skybox (from Diverse space package) for the "TitleScreen". I'll try the UI element although I am not sure I understand it
Since you are there I would like to use some of the very cheap ( < 10 €) Asset Store Loading Screens which are looking more professional but am afraid of its compatibility with AC. Can I hear your comments?
The ability to define multiple player prefabs in the Settings Manager means one of which can be left blank to let you switch to "no" player. But in this case, as you're using First Person movement, you'll want a different step.
When the title scene begins, use the Engine: Manage systems Action to change the Movement method to None. This will allow you switch GameCamera during gameplay (i.e. outside of cutscenes) without it automatically switching back to your First Person Camera. You can then use the same Action again to switch back to First Person when your game proper starts.
OK so I've got my first .exe of my game. Two remarks:
Alverik : Thanks. Indeed the Edit/Project Settings/Player answered all my queries. I didn't mean by UGLY the Unity splash screen, that is OK, I meant the Configuration one and that now will be OK.
Snebjorn : I most certainly will try your suggestion to bundle both files.