Ah, I was hoping for a more automated approach, one that would actually raycast on the ui. But yes, that's the idea.
In the meantime I did try the 2d camera with drag (on a 3d scene). It doesn't have the elastic feel of the scrollable ui, and se…
The idea is to have a vertically-scrollable UI element for each page (that's where unity UI comes in handy) and provide some options at the bottom, which can be ui buttons, since they'll just load a new scene.
But in some cases, I want to have clic…
Thanks. I'm currently investigating my options. It's for an interactive comic book/CYOA-style game, do you know if anyone has done something similar with AC?
They say they cannot even select the item, and yes I'm using Unity UI. For now I won't bother. If there are more reports or I am able to reproduce it, I'll check your proposal. Thanks, Chris.
I tried to add a dummy save to avoid this issue. It works, but the strange thing is that when I delete my autosave via the actionlist, the dummy save is deleted as well.
Ah I forgot, the error is:
ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.Parameter name: indexSystem.ThrowHelper.ThrowArgumentOutOfRangeException (System.ExceptionArgument argumen…
Btw, I found the label-language separator (" : ") that's hardcoded in MenuCycle.cs inconvenient and unnecessary. It's easy to add as part of the Label text if someone wants it, but one cannot get rid of it without searching through the cod…
The "I'm assuming those other buttons are linked to the Menu, too" part helped me out. Indeed, The other buttons were not linked to the menu, that's why they were working.
I have a cutscene that's looping in my main menu scene, so I had t…
Yup, I already implemented something along those lines.
If I may, I'd suggest an option to "only hide this menu" when selecting crossfade in a future release. I think it will come in handy in several cases.
Oook, after some trial-and-error, I suppose it has to do with the behaviour of the button that brings up the settings menu. It's set to "crossfade" to the settings menu, and if I understand correctly it hides all other menus in order to sh…
Nope, it's not working 100% either. It converts colons inside the "Line text" field, but not the ones that come from string parameters.
Ok, I give up on trying to fix this without messing with AC native code. This is what seems to be work…
I placed the FixText function in OnSpeechToken_Alt instead of OnStartSpeech_Alt and now it's working without breaking the [hold] token.
public void FixText(Speech speech, string tokenKey, string tokenValue) { string convertedSpeech = AdvG…
The solution is only 99% working, after all...
Putting FixText inside OnStartSpeech_Alt as shown above, causes the [hold] token not to function. Can you suggest a way to fix this?
FYI (and anyone else interested), I just found a 100% working clean solution for the colon AND the line break issue:
public void FixText(Speech speech){ string convertedSpeech = AdvGame.PrepareStringForLoading(speech.FullText); convertedSpeec…
I just noticed that only the PrepareStringForSaving method is called. The PrepareStringForLoading method (which should revert the string to its original form, if I understand correctly) is not.
I commented out the line _string = _string.Replace (Sav…
At first glance this seems to be working, with the following two remarks (for anyone wanting to do the same) :
1. GameObject.Find returns null, so I had to use a public variable and assign the RawImage via the Inspector.
2. The "duplicate for e…