Hey Chris,
I recently updated the project files and have a few errors that I'm not sure how to fix.
1. The class defined in script file named 'RuntimeVariables' does not match the file name!
UnityEngine.Resources:Load(String)
KickStarter:Awake() (at Assets/AdventureCreator/Scripts/Game engine/KickStarter.cs:129)
2. The class defined in script file named 'RuntimeVariables' does not match the file name!
UnityEngine.Object:Instantiate(Object)
KickStarter:Awake() (at Assets/AdventureCreator/Scripts/Game engine/KickStarter.cs:129)
3. PersistentEngine has no GlobalVariables component attached.
UnityEngine.Debug:LogError(Object)
KickStarter:Awake() (at Assets/AdventureCreator/Scripts/Game engine/KickStarter.cs:153)
Comments
If your problems still persist, re-post the errors you get after having imported 1.33b from scratch.
Good luck,
orrence.
The latest update, 1.33b, reverts everything back to how things were in 1.31 (with the fixes/additions kept, though). Basically, if you update to 1.33b from 1.31 or below, you'll be fine - if from 1.32 or 1.33, you should do as @orrence suggests and delete the entire AC folder and re-import from scratch. So long as your own game's assets are outside of that folder, you'll be fine.
Now how do I setup these portraits to display? I had a custom setup before and trying to use your setup only from now on.
If you want, you can copy the ready-made Subtitles Menu from the Demo_MenuManager asset (just assign it to the Menu Manager and click the cog to the left of Subtitles to copy it). Then amend the copied Menu by adding the Label described above - the other two already on it show the name of the speaking character, and the text they're speaking.
You can't assign a Menu to a Character in the way you're thinking, so when the Player speaks you have to use two "Menu: Change state" Actions to lock one off, and unlock the other. To save time, however, you could put these two Actions into an Inventory ActionList (and the reverse of these Actions into another), and call it using the "Engine: Run ActionList" Action instead. Inventory ActionLists are scene-independent, so think of it as a "global coroutine" you can call upon to run common tasks.
@ChrisIceBox Is this still the case for independent character portrait positions (e.g. main on the left, npc on the right)? Would you still advise approaching this with lock/unlock menus?
No - this is an old post, and the above advice is outdated.
A Subtitles menu can be limited to specific characters, so that e.g. a Subtitles menu with a left-leaning portrait graphic can be used for the Player character, and a separate Subtitles menu with a right-leaning graphic can be used for all others.