This happend in a OnStart cut scene. Exactly, Speech no longer plays if you've previously run a Scene: Switch Action with Don't change scene, just preload data checked.
The next Dialog:Speech went into this endless loop waiting on the OnCompleteLoad…
It's single line speech. And it's with and without the testscript for multiline fix. (Which works fine btw.)
Yes, I played around with Load Scenes by addressables. But it lead to issues, I guess until the huge bundle file is loaded in background, I…
I found the reason. It happend because I preloaded another scene in this action list. The calls to Dialog->Speech after the preload ended in the endless loop when I used "use existing build" as play mode script. Once I removed the prelo…
I went through the Dialog class and had a look in the Speech action cs, but I'm lost. Bug summary: For multi line speech only the first audio is played, when addressable are used.
I used the build-drop down/button in the addressable window. After "Tools" there is a lot of space, on the right side there you can find "build"
No, I haven't changed anything else so far and I have no idea what name is used for …
I marked all 3000 mp3s in the speech folder and clicked in the inspector the addressable checkbox. Then I was prompted a message box that I confirmed. After that it moved them all out and added it to the database.
In the Speech Manager have choosen…
Hmm... I don't know, if I'm much of help here, as I did not had those last issues you are reporting. I also very new to this topic.
Have you tried a different path? Maybe there is a hiccup with the special chars?
"The Mystery Of Woolley Mountai…
So I could resove the compile error (by using a newer Adressable package version), and I encountered also the problem as jamesfootlight.
The problem was for me, that the adressabels had "Speech/" as a prefix.
I solved it by clicking the &…
I tried to switch to addressables as well, but I guess I would need to update my AC version for this (what I don't want to do 3 weeks before release).
I got this compile error: Assets\AdventureCreator\Scripts\Game engine\SceneInfo.cs(190,16): error…
Hi Jamesfootlight,
I had the same issue and solved it with a script.
Create a OnLoadStopWalk.cs file with the following content (Unity 2020.3.14f1):
using System.Collections;using System.Collections.Generic;using UnityEngine;public class OnLoadSt…
I found the problem. Somehow the sort-order in the menus was messed up. I could fix it but just re-order the buttons in the inventory (bottom to top). No idea if it happened because of the update or if something else was the cause.
I have updated to 1.75.1. (from v1.73.2)
Unfortunately now my Inventory does not work anymore. The Interaction menu does not appear when I click an Item. (Interaction Method: Choose Hotspot Then Interaction)
In addition, I had a big "close but…
Ok. found a solution:
List<AC.PlayerPrefab> players = AC.KickStarter.settingsManager.players; foreach (AC.PlayerPrefab playerPrefabIterator in players) { AC.Player playerIterator = playerPrefabIterato…
@ChrisIceBox
about
KickStarter.player.Halt ();
How can I iterate through all players here? The "inactive" players seem not to halt() with this code, only the active player.
Thank you Chris for having a deeper look into it. I will change the setting accordingly.
Any side effects to expect when changing it to "Straight Down From Cursor" that I should be aware of?
To be 100% sure that I do not have any side-effects / interference I did now the following:
1. Updated unity to 2020.3.30f1
2. updated AC to 1.75.0
3. Created blank new project with the game wizard.
4. Created a new player with the char wizard.
5. s…