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Nick

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Nick
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  • I am using Unity 5.6.4f1. I didn't upgrade to Unity 2017 yet since like 80% of the project is already built with Adventure Creator GUI system and I have done customization to it. And we are a year and a half into development. After the initial relea…
  • I have finally managed to track the problem. It has to do with Build Settings for IOS. Settings that are required in build:* Scripting Backend : IL2CPP * Api Compatibility Level: .NET 2.0 Subset * Architecture: ARM64 Changing this removed the probl…
  • The problem is also happening with 2D Demo scene assets and not just those sprites I added. I don't know yet why loading the scene causes the problem. If I just start in the current scene, without any internal loading, there is no render problem. I …
  • I have found that the problem is coming from loading the scenes. I have created a new scene with a menu that when clicked is loading the AC 2D Demo scene using the Action to load another scene. And the sprite render problem is there. (Image)
  • I am still working to track the problem down on the iPad the only problem is that it takes a long time to compile and port it on the actual device to test it. If I find out what was wrong, I will type here. If you have any suggestions please let me …
  • Hello, I have created a new empty scene without AC and added those sprites there and are being rendered without a problem on the Ipad. Then I have disabled the entire _SetGeometry gameobject, with AC, added the sprites there, and they are rendered w…
  • I have updated to unity 5.6.3 and Xcode 9. The result is that some sprites just can't be rendered and I have to idea why.The menu image, which should be the same like the one next to it, it's just a violet square. If anyone encountered this problem …
  • I am just updating now to 5.6.3 which is the last version before unity 2017. If it persists I don't know what I will do.
  • Thanks alot for the quick replay.  I am using Unity 5.6.1f1 and I tried now on iOS 10 on ipad air 1. The result is the same.I added two sprites, nice and clean, and one is rendered, and the other one is just blue lines. Both images are exported the …
  • I was tired and I messed up, the problem came from a script I used to extend AC conversation and I copied the header commented disclaimer and I thought it was a native AC script. Ops. I am sorry. I will try to post next time only the next day when m…
  • Hello, I have been working on Conversation List Scrolling and I noticed that Settings/ConversationScroll script is calling ShiftDown and ShiftUp which in return calls MenuButton elementToShift.Shift (shiftInventory, shiftAmount); without calling Can…
  • You deserve a holiday! Have a great time!
  • Hello, Thanks for the fast replay. With your help I found the right order to do things. Indeed the Action was being called but even if I resume the ActiveList from position 0, has no effect as you said. So it needed a reset and interact, but that wa…
  • So what I do is this:* Pause the current actionList * Halt or EndPath of the Player * Wait for a fixed amount of time * Resume the actionList either by Reset and Interact of simply Resume, I make sure its from the very first node or action * If ther…
  • I have inbetween animations for my NPC and that's why I have to go through all this struggle. I don't want the NPC to jump from walking to a talk animation, but first wait for an inbetween animation to sit. The thing is that I managed to stop and re…
  • I got everything to work with something like this, I halt the player and not only kill the action list and then I pause all active lists, then I do the inbetween animations, then I resume all the active lists.  if (Walks[j].AreActionsRunning()) { …
  • I found out if I use  Kitteh.GetComponent<AC.NPC>().Halt(); the character stops in place, and plays part of the animation. I am looking into a solution, ideally either to stop the NPC and her talk then continue moving, OR at least add the new …
  • Hello, I know it's a very old post but maybe someone might need an action to change the character's walk speed scale from ActionList. Just name it: ActionCharChangeSpeed.cs namespace AC { [System.Serializable] public class ActionCharChangeSpeed :…
  • Thank you for the cool updates and awesome support.
  • I have a problem with InventoryItem->InventoryBox filter by category.  If I add a filter from a certain category, by example with id=1, during gameplay if defaults to the category 0, the first one. (Image) I have attached the image to show you…
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