I will provide screenshots tomorrow if that helps, but I found the source of the problems. It happens with all objects that have a "Remember Visibility" component attached. When I switch them of, the Object: Visibility Actions work. With t…
After fixing some small bugs, tinkering with some camera configurations and adding an initial language selection on first start, a new version of the demo for the 3D cartoon point&click adventure "Wormventures - Barrier 51" is ready to…
That makes total sense for the text filter, but for the scene filter you can only select scenes from a drop down list. Wouldn't it be better for this to work with exact matches, since the list of scene names is fixed?
Yes, there are log entries for all hotspots, that aren't working. Some examples:
Translation for Kirche not created (line ID = 93)
Translation for Wegweiser not created (line ID = 95)
Yes, cycling through the languages fixes it.
Console messages from hotspots that work correctly:
Cached Hotspot Brunnen to 'Well' for language index: 1
Cached Hotspot Schreinerei to 'Carpentry' for language index: 1
Console messages from hotspots …
Sorry,
Unity 2018.4.36f1
AC 1.75.0
I made a whole lot of tests and I can't find any similarities between the hotspots that are translated from the start and those who aren't. I can say that all hotspots that are affected by this have Speech IDs low…
No, it's not the "CustomSetDirty", but it seems to work as expected if I remove the line
actionSpeech.ShowGUI (actionList.parameters);
This line throughs the error I posted. I'll test the script with other scenes, but it seems it solves my…
I like the idea, but unfortunately the script throws an error at line 36 (ShowGUI):
NullReferenceException: Object reference not set to an instance of an objectUnityEngine.GUILayoutUtility.DoGetRect (System.Single minWidth, System.Single maxWidth, …
I used ActionList parameters for every character throughout the game because I designed everything with dummy characters until now and now as the real characters are being implemented I only need to drag them into the default fields of the ActionLis…
Thanks, it works well with this value. It even works with 0.002f.
Out of curiosity I switched the value with Mathf.Epsilon, which should be the value that Mathf.Approximately uses as far as I understood and it stops working.
Thank you! Wow, what a relief! Finally I am able to see what values are set. And even the "Auto-arrange" function adapts to the new grid size.
Any chance to make it configurable in 2018 versions of Unity, maybe in the Action preferences i…
Yes, it works. Thanks for the clue! But unassigning the parameter was not enough, Run Mode was still not showing up. I had to assign a random cutscene, then Run Mode was visible and I could change the value from "Set Parameters And Run?" t…
Ok, this is what I do:
I call the "Cutscene_Divider" ActionList Asset from a cutscene that is in my scene with the next cuscene to run as a parameter:
(Image)
This is the "Cutscene_Divider" ActionList Asset:
This is the cutsc…