Thank you, Chris - this is working now.
And I have (and love) to thank you even more … https://adventurecreator.org/forum/discussion/10915/stromhall-noel-2020-a-logical-christmas-calendar-released
One more (unfortunately urgent) question, Chris:
* I released an app (yes, I did!) with 10 Global Vars NOT "linked to Options Data".
* Now I want to release an update to the app with the same 10 Global Vars changed to "linked to Opti…
Hey Chris,
I've never thanked you for this script, probably because a completely different project came up then and I never got to try it so far. So thank you now! ;-)
There is one complaint from the console though:
(Quote)
The full log is too lo…
Worked!
I ended up grabbing the date ToString("yyyyMMdd"), successfully "TryParsed" that to an integer and saved in to an AC Global Interger variable.
One more thing, Chris – what would be the smartest way to make sure that scr…
There is one more thing, though — obviously, there is a before and an after to that calendar timespan, meaning I would have to make a mathematical comparison to the acquired current date: if before 12/01, run this cutscene, if after 12/25, run that …
I see - thank you, Chris.
Removing the unneeded objects via AC Actions is indeed not an option, as I had to find out, because the ActionList-in-charge never finishes its task …
What do you mean by "disable it", though? Is there a third o…
(Quote)
I actually didn't mean "attach" but "configured", just as you mentioned in the next paragraph.
But here I made the mistakes: neither did I attach an instance of the script to a game object in the scene, nor did I set the …
Thanks, Chris, for creating this script …
… but so far, I could not get it work. Whatever I try, the Vector3 won't get updated.
Here is what I tried to do so far:
I assumed that the ActionList executing this custom script OnBegin should essential…
The longer I am working on this, the more I would appreciate an option to send FLOATs as parameters to single (!) Vector 3 value fields, like
ActionList (use parameters):
* Param1: ValueForPositionX / Type: Float
* Param2: ValueForPositionZ / Type…
… and by the way, @ChrisIceBox : how does the compare function in "Variable: Check - Type Vector3 – Magnitude Greater Than" work? I am not familiar with this and cannot find it documented, but maybe this can help solve my problem.
Thanks!
Unfortunately, the behavior is on the build, too:
* Scenes do not crossfade, but fade in from black
* There is a short cut to black between scenes (even though "blackout" is switched off)
(Quote)
That was something I had under suspicion too, but it is and has been unchecked during all the last attempts. So this cannot be the source, either.
Let's see what happens in the build … I report back, when it is compiled.
(Quote)
And I didn…
Alright, I just tried to make a minimum build of scenes XXX and YYY in order to find out if this issue is editor-related and/or occurs on the iOS build, too – but when I tried, I got grilled by unity for the inclusion of this new code into MainCamer…
I am afraid I cannot tell, because in my case the "too bright" issue has been replaced by the "does not crossfade" issue after doing the upgrades I described. I cannot afford to revert everything back to Unity 2018 and AC 1.69.X …
More notes:
* when using Camera: Fade with "Instant" checked, there is still an app. one second long cut to black between scenes XXX and YYY
* when using no Camera action or OnStart cutscene in scene YYY at all, the same is true
* during …