Thanks for sharing, Chris!
Looking at the code seems to be just what I was looking for :)
Any chance to have it natively implemented as a toggle-able thin minitab in the actionlist editor?
Yes, I agree, that's why I wrote a custom "CustomScript" action with pluggable code, as sending more messages to the same object (and I didn't want to create child object just for this) could be problematic when you have to send a message …
Got it :)
What about the "Custom Script" Action, which executes some code contained in a inheritable ScriptableObject's Execute method, to plug some extra code in the actionlist without having to send a message/statically use Unity Events…
Yup, basically, yes.
Check or Set, to avoid doing the cast via Custom scripts.
I basically had the ActionList Asset ready, but realized it wasn't possible a bit too late :P
(I rewrote the cutscene via code - nothing too complex, but unexpected. Th…
Oh, well, I was about to ask about something similar, but I see it's already there :P
Maybe I wouldn't use it after all text has been imported, but since I've got plenty of ping-pong dialogues, it really gets boring, since our writer isn't very fam…
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I've never asked this.
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It has the overhead that it has, no less, no more.
Depends on the overall optimization. "Big", as calculating 12 times a square root, without the recent optimizations of the unity engine (it's a Unit…
Thanks Chris!
is that the same function I should take as reference when extracting a global variable from a savegame?
Would it be possible to have an AC global settings option to save/load... savegames by scene name and not by build index (the bui…
Hi there Chris, I found this video, and I believe it could be useful to tackle this issue, as it exposes more info about the notch and it's in the APIs right now, even if the simulator will be officially available in the upcoming 2019.3:
https://yo…
I do know :/
Notches are a bit of a pain for developers :/
Yet, I believe it's really one of those boring and time consuming things that has to be dealt with.
Apologies for bringing it to the light 😅
Thanks!
I actually slightly changed the above code to take 0-1 screen space coords into consideration.
Yes, I already had a look at that page, still, I'd love to know:
* What's the better place to put the fix-MonoBehaviour in the UIprefab? in the …
Thanks, that was the idea! :)
The reviews are actually pretty bad at the moment, since for some unfortunate series of consequences internal team delays and the client pushed me to do the whole testing for both Android and iOS in a single night(!) i…
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would this "stretch to fit the whole view (black bars excluded)" UI element take "forced aspect ratio" and aspect ratio in consideration?
should I put this on the canvas root of the menu, or on the first rectTransfom ins…
I see, I forgot the "isRunning" was essential to avoid the action to exit on first run.
Yes, at first I was checking if the document was open, but I ended up doing something a bit more complex.
I went a step ahead actually, basically fre…
I believe I solved it (found the above events).
I should hide a few menus temporarily, but there's no way to "compose" the show conditions (something like a showMask), so I will try to do it manually by hooking the OnDocumentOpen and OnDo…
I forgot to mention - so this is also a feat. request thread :P - would it be possible to add a few events like "OnDocumentOpen(documentID)" and (OnDocumentClose(DocumentID)), if they're not already there?
You're right, my line was:
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not b.scene
btw, JetBrains Rider is suggesting me to replace the new line (and a few of the above sort cases) with
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saying that Compare is culture specific, not sure if it's really necessary or not.
here…