Yeah, the way you explain it makes a lot of sense.
Especially considering that usually you switch to characters NOT in the same place as the original player.
I haven't found this in the manual when I was looking for causes (when I suspected it was t…
This is awesome!
Although, I guess this is only really usable for Mouse-Only control schemes, right?
I have a Walking Dead kind of control (WASD + Mouse) and this would really be a timesaver :D
SOLUTION!!
Well this one turned out to be simple.Mind you, I still don't know what the actual bug is, but I narrowed it down to the fact that the Player: Switch action does (at least in my case) do something to the camera.
I simply added another Cam…
I can't seem to replicate it in this short time...
What else I found out is, that if I play the same cutscene again, the camera it switches to (even though it shouldn't) is the last cam I used in a dialog cutscene.
If I delete every camera switch of…
This situation is a good reminder to humbly bow to people like Chris, for writing tools where people like me don't have to code. Because code is scary.
I'll give it a whirl!Thanks guys!
To elaborate:
I startet building the particle script based on the light script that is 100% working:
using UnityEngine;using System.Collections;
namespace AC{ [RequireComponent (typeof (Particle))] public class RememberParticle : Remember { public…
* Added: Auto-created ActionList asset files are given default names that better describe their function
I think this is what I think this is!
Thank you!
I would be really interested to get some small write up by the creators, covering as much as possible from planning to the final release.No idea how "small" this would really be, but I think it would be a good source for learning things wh…
You might be able to do that if you add a [wait] tag at the end of the line you want to be displayed until the player clicks to continue.
Maybe that helps?
You pointed me in the right direction! Thanks!I found a solution
tl;dr:put [wait][continue] at the end of the line
A negative Wait time offset sadly don't change anything in my situation. At first I thought it would fix it (used several values) but …
Ah sorry!Last version I tested it with was 1.53d.Also, there is nothing inbetween, just to "Dialogue: Play speech" actions after each other.
I feel like I missed something in the speech manager.Here is my setup for the action and for the s…
While I use "point" to keep all the jaggies in tact, I tried around with other things.
And lo and behold, turning off "Generate Midmaps" totally did the trick.
Now, I don't get why this doesn't matter for other graphics (the char…
Will do!
And yes, I use cameras as markers to just make sure that there is a camerasetup that will be mirrored identically.In a 3D enviroment (which is my situation) I need to look through a camera anyways to make sure I get everything I want into t…
Oh geez.
I did not understand that the Run in Parallel will skip the actions by their number (1 first, after it is done, 2 and so on).I guess that also means that, if a "Action:Run" is in #1, it won't look into #2?
Sorry again, I should h…