Since upgrading to AC 1.66.4 (Unity 2018.2.18f1) all my dialogues have lost the final letter when displaying speech
To replicate: Load up the 2d demo, and set "Scroll Speech Text" to true in the Speech Manager
(Note that most of the early speech in the 2d demo ends with exclamation or question marks, so it may not be immediately obvious that those are not actually being displayed)
Hi Chris, I'm not actually sure if it's because of the update or just the machine I'm working on currently (will test in the office tomorrow), but the constant ids of objects in my scenes are recreated once I load the scene in editor (which prevents me to save & push scenes to version collab right now...) Do you know what could cause this issue? This usually only happened if I had objects sharing the same ID.
Thank you
I ran into what looks like a loading bug in the 1.66.4 update in Unity 2018.1.9f2. When loading a save file and enabling the options "Always reload scene when loading a save file" and "Use loading screen" the Persistence Engine throws an error in the loading scene and hangs and never loads. I tested this in the 3d demo scene that comes with AC. Error message below.
NullReferenceException: Object reference not set to an instance of an object
AC.SceneChanger.PrepareSceneForExit (Boolean isInstant, Boolean saveRoomData) (at Assets/AdventureCreator/Scripts/Game engine/SceneChanger.cs:498)
AC.SceneChanger+c__Iterator1.MoveNext () (at Assets/AdventureCreator/Scripts/Game engine/SceneChanger.cs:313)
UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) (at C:/buildslave/unity/build/Runtime/Export/Coroutines.cs:17)
After updating, I noticed that the verb started showing up above hotspots with single "Use" interaction checked. This worked fine before when there was no verb and I just wanted the player to be able to click on the hotspot that would cause them to leave the room or go to another location, but with the verb as part of the label it produces things like "Use Leave" "Use Alley". Is there a way to either use the name the verb ("Go South") or have the option to turn off the verb/label for single use interactions?
(I use labels for the verbcoin when there are multiple options:)
Hey @ChrisIceBox, just wanted to say thanks for all the updates over the years! I was working on a cutscene, building it piece by piece and I thought, "What would I have done if Chris hadn't made Adventure Creator?" I probably would have never picked up Game Development. So, from the bottom of my heart, thank you!
Comments
"Added: Ability for Draggable and PickUp objects to rely on an Interactive Boundary that the Player must be within for them to be interactive"
awesome, thanks for that Chris, i'm sure i only enquired about it a day or so ago!
Version 1.66.4
Upgrade notes
Changelog
Version 1.66.3
Hi Chris
Since upgrading to AC 1.66.4 (Unity 2018.2.18f1) all my dialogues have lost the final letter when displaying speech
To replicate: Load up the 2d demo, and set "Scroll Speech Text" to true in the Speech Manager
(Note that most of the early speech in the 2d demo ends with exclamation or question marks, so it may not be immediately obvious that those are not actually being displayed)
Thanks @HarryOminous, I'll look into it now.
v1.66.5 submitted to address the scrolling issue, but in the meantime this can be resolved by removing the "-1" on line 1330 in Speech.cs.
cool. thanks for that chris
Hi Chris, I'm not actually sure if it's because of the update or just the machine I'm working on currently (will test in the office tomorrow), but the constant ids of objects in my scenes are recreated once I load the scene in editor (which prevents me to save & push scenes to version collab right now...) Do you know what could cause this issue? This usually only happened if I had objects sharing the same ID.
Thank you
I ran into what looks like a loading bug in the 1.66.4 update in Unity 2018.1.9f2. When loading a save file and enabling the options "Always reload scene when loading a save file" and "Use loading screen" the Persistence Engine throws an error in the loading scene and hangs and never loads. I tested this in the 3d demo scene that comes with AC. Error message below.
NullReferenceException: Object reference not set to an instance of an object
AC.SceneChanger.PrepareSceneForExit (Boolean isInstant, Boolean saveRoomData) (at Assets/AdventureCreator/Scripts/Game engine/SceneChanger.cs:498)
AC.SceneChanger+c__Iterator1.MoveNext () (at Assets/AdventureCreator/Scripts/Game engine/SceneChanger.cs:313)
UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) (at C:/buildslave/unity/build/Runtime/Export/Coroutines.cs:17)
@Onat: Please provide more details and recreation steps in a new thread in Technical Q&A.
@jasong: Thanks for the bug alert. In SceneChanger.cs, replace line 498 with:
Thanks, Chris. That fixed it.
Version 1.66.7:
Version 1.66.6:
Version 1.66.5:
Version 1.66.8
Upgrade note
Changelog
After updating, I noticed that the verb started showing up above hotspots with single "Use" interaction checked. This worked fine before when there was no verb and I just wanted the player to be able to click on the hotspot that would cause them to leave the room or go to another location, but with the verb as part of the label it produces things like "Use Leave" "Use Alley". Is there a way to either use the name the verb ("Go South") or have the option to turn off the verb/label for single use interactions?
(I use labels for the verbcoin when there are multiple options:)

Thank you.
@Eldritch: What version did you update from? This looks like the same issue as reported here.
I was using 1.65.2
Hey @ChrisIceBox, just wanted to say thanks for all the updates over the years! I was working on a cutscene, building it piece by piece and I thought, "What would I have done if Chris hadn't made Adventure Creator?" I probably would have never picked up Game Development. So, from the bottom of my heart, thank you!
@Eldritch: Recreated. The verb should be shown, but should match up with the interaction. You could remove it by entering in a blank verb name.
@DexterStardust:
Thank you. How do you get the verb to match up with the interaction?
It's a bug: it'll be addressed in the upcoming v1.67.0 update, which should be released soon.
The new custom facing directions is a wonderful change, thank you!