Hi all,
We recently started to develop a room escape game and we experienced some issues.
Can you help with the following ones?
- When we display a text using the Dialogue Play speech action, the text is displayed strangely sometimes, because the text is cut horizontally and only a slice of it is shown.
- Movable objects which has an Interaction on move action list attached and the Icon at contact point? is set the cursor disappears and only reappears when the movable object stopped moving.
- We have a some corpse drawers in the scene and there are doors on the drawers and tables inside them. One of these drawers' door and table are Movable.
When we open the door and pull out the table than we can shut the door onto the table, because somehow they doesn't collide properly. - We applied a Draggable object on a door and now the openable door has a darker tone, so the openable and the non-openable door doesn't looks exactly the same.
- The Highlight script is not working on 2D objects (sprites).
- Collide sounds are not working on Draggable objects. They just not played at all. (Move sounds are working fine.)
- Some 2D object (sprite) has a thin horizontal line displayed on top of them like it is in the image, but it's not.
We also experience some performance issues with the WebGL and Android builds. Our main target is WebGL.
- When the Camera Switch action is used with the Smooth Move method an the Transition time is set to 1 then the transition is really lagging.
We experience the above issues under the following versions under 64bit Windows 10:
- Unity 5.6.0b4 with Adventure Creator v1.55b
- Unity 5.5.0 with Adventure Creator v1.55b
- Unity 5.5.0 with Adventure Creator v1.51f
Thank you for all of your assistance in advance!
Feel free to let me know if you need any further info, screenshot and or video about the mentioned issues we experience!
Comments
The current recommended target is Unity 5.5 with AC v1.55c.
1. This will be related to your Subtitles Menu in the Menu Manager. Are you using the default AC Menu, Unity UI Menu, or a custom one? You can tweak your Subtitle Menu's settings by selecting Subtitles in the Menu Manager.
2. That's the correct behaviour. The icon at the point of contact is now used to represent the player's "hand" in 3D space, which is restricted by the movement of the object.
3. There's not enough detail with this one to provide any help at all, I'm afraid. Please post in a separate thread with more detail and screenshots.
4. The Draggable script does not affect an object's material. There may be something else causing this - please post more details in a separate thread.
5. The Highlight script, by default, works by brightening a Material's colour. This doesn't work with Unity's default Sprite shader, but should work on the Sprite Diffuse shader. Alternatively, you can use a custom script that reads the Highlight component's intended intensity, and apply it to your own material or shader as necessary.
6. Check that there is a "Sound" component attached to the same object as the Draggable.
7. What about when this sprite is displayed in a non-AC scene, with no AC components? This is likely a Unity issue, as AC does no rendering of its own.
8. Try using an Animation Curve instead with a smooth locus to get the same effect.
2. I think there was just some confusion. You mentioned the cursor disappearing - not the contact point icon. If the icon's disappearing, it's because you're entering a cutscene. Be sure to set the Interaction that's running to Run In Background - otherwise it will block gameplay whenever it runs.
5. It does - I've just tried it in the 2D Demo. You may need to raise the Maximum highlight intensity value though.
6. Collide sounds occur on the Draggable object itself. The code to play this is in DragBase.cs' OnCollisionEnter function. You can add a Debug.Log line in there to test that it's being run correctly, but what are you colliding with exactly?
8. There's nothing particularly intense going on with that operation. Try building the 3D Demo to WebGL - the camera switch there shows no such issue for me, how about you? This may be more of a Unity-side issue, as Unity's WebGL platform is still very young.
8. Which camera switch and which parameters in the 3D Demo, specifically?
5. Then the issue is with your setup, not with AC. I can only suggest that you check your materials and your lighting.
8. Thank you, but no issues seen. The issue may be on the Unity side of things, and possibly unique to your system. Try running it on other machines, and using Unity's Profiler to detect the issue.
8. Yes, I did. The Profiler may shed some light on the answer.
The Scene Manager should automatically provide you with the correct prefab based on your settings. If you want to continue discussions on this, please do so by starting a new thread with full details and screenshots showing the issue. At the moment, there just isn't enough detail to properly advise.
8. As @Alverik states, we will need to know more about the process involved. The alternative will work, but you do need to be familiar with Unity's animation system. I was basically suggesting that you rely on one camera instead, and move it around using animations. Like my WebGL suggestion, this is of course not ideal - but until we know enough about the issue you're faced with, I'm just trying to offer you workarounds.
Is the profiler focused on the spike in the screenshot? There doesn't seem to be anything related to camera-switching here - only a lot of calls to run ActionLists. If the spike you're referring to is on the left, please post a screenshot while the white vertical line is over it.