This occurs in both builds and the editor.
Yes, it seems as though it flits between the two cursors rather than disappearing altogether. I think that's especially evident in the case of the "run in background" action lists, in which AC-det…
Ah, quite right - it is indeed parameterisable. I must've done something wrong to not have seen that.
But thanks for the other feature when it's ready!
I don't know about the performance impact, but from a design point of view, AC is quite geared up to deal with the sort of stuff you're talking about. Of course there are dedicated assets, like Inventory Pro, which could probably give you more flexi…
I see that you already have a solution, but if you want to simplify it even further, using parameters, create an action to check the track position of the drawer: if it's greater than halfway open, close it; if it's less than halfway open, then open…
Constrain should work, just be sure that you're specifying that free-aim be disabled.
Otherwise, set your menu to pause when it's opened (in the menu properties).
Wow, those script sheet export and tagging options are brilliant. Very keen to go through my project and put everything into order.
Thanks for this big update, Chris!
Thanks for the link, @Eastman, but that method uses the sort of labour-intensive method I'm trying to avoid - it requires creating elements for each and every inventory item. I'm looking for something more like parametised sprites that can be assign…
I'd be quite interested to know how these assets work together as well, as I anticipate I'll start running into memory issues fairly soon.
I doubt there'd be much to setting up Sectr Stream as far as game assets go, but I wonder if there's anything …
If you told it to check the variable, it will check the variable. Could you post a screenshot of your ActionList(s) and hotspot properties?
If an item is stored in a container or otherwise removed from the inventory, be sure to reduce currentInvento…
My workaround involves using the exported translation CSV. I have to spend some time cutting it up, removing unwanted dialogue lines, and grouping dialogue, but it does get the job done. Essentially it's a manual process (aided somewhat by spreadshe…
You could preload the second cutscene while the first is playing, but depending on the length of the first one, there's no guarantee that the second will be loaded in time, and what sort of impact preloading will have on performance.
There's a time …
Ugh, apologies for the confusing suggestion earlier - it's meant to be set to "is trigger" anyway. I think I was tuned to the wrong channel in my brain :P
Worst case scenario: recreate the hotspot and see if the problem persists?
You've got that box collider set to "is trigger". You want that off for clickable hotspots. It should only be on for triggers (i.e.: things the player walks into to activate).
Don't import build settings when you update AC. I think they're required to be there as part of a "full package" Unity asset, but you definitely don't need to import them.
I'm still on 5.2.1. Unity 5.3 had too many problems for me to deal with so far into development.
Actually, when you say it like that, it makes complete sense!
I'll put in a fake loading screen (maybe just a single frame) just before the scene change…
I'd say your biggest challenge will be dealing with widescreen displays. Your game will either be stretched to fit the screen or there will be black bars (or anything else you choose, really) on the sides.
The oldschool aesthetic is great, but I'd r…