Thank you very much, Chris.
Although I don't know WHY this should cause the problem in the first case, it obviously does, and setting the delay to 0 will wait for the Timeline to finish.
However, something weird is still going on, as the camera sw…
Changing the Wrap Mode to "Hold" did not change anything.
In the status box, I can see at first the "OnLoad" ActionList.
Then "Intro_Master" appears, and after that, "Intro_Take_00_Title".
After the Timeline…
Okay here are the shots with a small sketch of the timing problem:
https://imgur.com/Fbv8jLO
But if it is a problem with the Timeline, it should also appear when using only two ActionList, right? But this works without problems.
Maybe it is not a…
No, it was only a try to prevent the actions following in OnLoad on the call of "Intro_Master" from happening before the Timeline ended, but this does not work, so during the Timeline Cutscene, all actions in OnLoad are executed while the …
Ok, I hope this works.
In the beginning, I did not use Timelines but large chains of Animations and Actions, so this approach was more logical than it might look now ;)
This was the plan, and it worked in some earlier version, as mentioned:
https…
When I put "Master Intro" or "Intro_Cut_01" as OnLoad/OnStart in the scene, everything seems to work like intended.
I will try to make some images of the mess I created during testing ;)
I am sorry to dig this one up again, but I encountered the same as armaan, and I always thought it was about Timelines, as there was a bug with this a while ago, and up to now, that problem only effects my Intro.
I did not investigate further when a…
Thank you very much Chris.
I first worked with the string variables, but noticed that they (obviously) will be completely saved into the savegame file, making it much bigger than necessary for a small portion of the game's beginning ;)
Objectives …
Thanks Chris, just wanted to know.
In this case, I thought the "Occlusion Culling" Flag was also copied, but I can change it on the main camera via the event. After all it is just one occurence yet.
Thanks for helping out and have a nice…
Hi Chris,
thank you again for your awesome support, even on Sundays ;)
As this is no time critical thing, I will just wait until it's implemented. I just noticed that the order of my cursors is not the best considering usabilty, but in the current…
Chris pointed me to the very easy solution for the problem of the missing item name when hovering over my inventory.
So in case anybody might face the same problem:
As the menus are drawn in the order they are displayed in the manager, I just had …
Hm, I don't know that specific asset, but have you tried the "Send message" action? Try set "Message to send" to Custom, drag the ScreenshotManager into "Object to affect" and type Capture into the "Method name&quo…
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No, although you're right, position is a bit off, it was just about the missing item name.
Hotspot and Interaction are currently still AC menus.
The Hotspot Menu has Position type On Hotspot, and Always fit within screen? is checked. When …
Thanks again, Chris.
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Ok, I forgot to set this in the 2D-Demo, and with it, it works.
As I already set the Inventory Actions to Multiple in my own menu, I prepared some screenshots, maybe they can help:
Inventory from the game screen: http…
Hi Chris,
thank you very much, as I already have a custom OnHotspotSelect / Deselect, I think this is exactly what I needed to replace a handful of prefixes :)
rest of post above:
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... with the Unity UI, while switching my Inventory to AC, the Item name is shown, but in a totally different font than the cursor text, below the cursor text, so I guess it is just the text displayed by the inventory bo…
Sorry, just forgot these for the first problem:
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Trying this, the menu still behaves the same, not showing the item names.
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With my own Unity UI Inventory, hovering over the item changes the cursor to the standard cursor and nothing …