Oh my, I didn't know there is such speech variable in AC.Menu
that's why I used OnStartSpeech from the first place.
So, I hooked the OnMenuTurnOn as you suggested and took
everything I did OnStartSpeech and put there.
Then, I set back Subtitles '…
Got it.
I set it to Manual to control position manually
in case where sprites has too much space above head
or when text is close to screen boundary and I want to control the text
position.
What's the best place to call CreateDuplicate?
I tried i…
I was refering to Font Asset created with Font Asset Creator:
Window->TextMesh Pro->Font Asset Creator
After you created such, click on it and you will see in the inspector something like that
https://imgur.com/iUiTcrZ
If you're using TextMeshPro component, the font fallback is in
Project settings->TextMesh Pro->Settings.
If the font fallback assets list is empty it will take the Default Font Asset
in case that the font doesn't support the language.
You ca…
Yes, it's a 2d game. Bitmap is uncheck by default and I haven't set any :)
Looking at the build report, some sprite atlases takes bit space,
I don't think I can do anything with that.
(It's a balance of loading bit bigger textures vs small textur…
I fixed the issue, MANY thanks guys!
The video that SkyTree explains how to see the Build Report in the log
helps me find out that textures size in the build was 2.9GB out of 3.09Gb :o
Most of them were related to the animations of the protagonis…
Thank you, I reduced the amount of speech files to 30%
and used Addressables approach. now loading savegame takes only 2 seconds :)
Few remarks which might be good to mention in the manual:
Addressables are case sensitive, when I used Naming Conve…
Amazing! I checked my Resources folder and spotted
my Speech folder has over 2000 speech audio files!
For test, I took out entire speech folder of project.
And the loading time, reduced to 2 seconds (4 seconds on first load),
which means that was t…
Thanks Chris, I'm already switching fonts for the Unity UI menus
using script and TextMeshPro.
My question was about switching font for AC menus,
since I have not managed to convert some of them to Unity UI
and getting the same result.
Also, in sp…
Thanks for your respond, about "default/fallback" for AC menu:
When I'm setting font for AC menu and this font (for example -BradBunR) which doesn't support the current language (for example - Russian\Hebrew characters)
I still see the ch…
Hi,
Sorry for my late reply.
Yes, the issue was exactly what you said, I had to add delay before calling
Save: Save or load action so other running actions will end.
Also, I launched the demo :smile:
thank you ICEBOX Studios and Chris for such a…
Custom actions has their advenatge because of their EnumPopup
which decrease the odd for user mistakes and easy to use manner
(no need to think what number '7' means :D )
but of course I understand your concern. hope it will work out
and even if n…
Screenshot attached.
https://imgur.com/fW4rLfV
https://imgur.com/BTP9c4g
https://imgur.com/PVEpevG
it will be good for other uses of pop up variable too.
if the enum CharDirection can be exposed as predefine preset
then character->direction wil…
I already save these actions, so I think no other choice by
go one by one and put the settings again :(
Anyway, your suggestion with 'Gather text' will make it
easy to find all the null actions.
I start working on what you suggested - actionlist…
Yes, it works, now I can see the interaction without broken links :)
However, I see it removed the custom action entirely from every interaction\actionlist it was called.
I will do as you suggest and make three actionlist assets instead
of creatin…