Hi Chris,I just solved the problem. I had a custom action on "When turn off" that was changing the image before fade out to empty. So it looked like that image was closing earlier than particle.
(writing down all the details for answering…
UPDATE : The problem occurs when I use transition type : Canvas group Fade with transition time > 0 and transition animation : smooth.If I change transition time to 0 then the particle stops exactly the moment the menu close.With transition time …
Sorry forgot the versions :
Unity 2018.1.1f1AC : 1.63.2The game is 2D with multiple directions
I have Movement Method : Point & Click I have disabled double click for run because I don't have running as feature but I want to use the run speed …
I tried to recreate too but I wasn't able either... Looks like its a "random" bug that might happen... From how I understand it this happens when an Action gets broken so the whole ActionList mess up. But how can you break an action I have…
I added two dialogue actions and changed the text on a third one and I closed the actionList then I opened it again immediately because I had changed the wrong dialogues and I pressed ctrl z twice trying to roll back just in case they were in memory…
I face another problem similar with this but different in the way of how I did it.. I was creating an ActionList and I pressed ctrl Z couple of times to undo something i had changed and the screen messed up like this.. https://imgur.com/a/m74prkV F…
Hello Chris sorry for the later answer...
About the logic objects: when creating objects in the Game Editor (Scene Manager), they should already be prefabs to begin with - linked to their "default" counterparts in /Assets…
Thank you Chris for the quick replies! The data loss occurred only on HotSpots I had created in Hierarchy without being instances of prefabs (basically I was creating them from the Game Editor but I forgot to make them prefabs too.)The Triggers also…
I was doing it on Edit mode.
I had a new scene and I wanted to transfer a big ActionList from another scene. So I opened the other scene additive in Hierarchy I opened the actionlist from there I copied all the actions and then I went on the new A…
Chris you are the best! About the OnStartSpeech / OnStopSpeech it was my fault I forgot to disable the OnMenuTurnOff and I thought it was doing the same problem.
Also I tried the same thing by using the OnStartSpeech and OnStopSpeech. It does exactly the same thing. The OnDisable of the first dialogue runs several times after the OnEnable of the following dialogue
Yes Duplicate for each line is checked, I can't use Play in Background because then it doesn't stop for the user to click to continue... Can you check the turn off code at Line 1407 on PlayersMenu.cs? The problem is there. When you click next to co…
I tried the OnMenuTurnOn and again the same thing happened.. When the first Dialogue: Play Speech runs, it works and deactivates the button. Then when I click the next button and loads the second Dialogue the button re-activates.
From the Logs whe…