Hmmm, then it seems words PIPE and COLON should be avoided as well?
Also, what kind of JSON parser does AC use? Because generally from what I understand a JSON as a value field for JSON seems to be a supported feature.
Yes I'm passing the current language. This specific call gets me untranslated line:
AC.GVar var = AC.GlobalVariables.GetVariable(MainManager.instance.useSyntaxVarID);
string useSyntax = var.GetValue(AC.Options.GetLanguage());
This g…
Cannot find translation for 'USE_SYNTAX_USE' because the text has not been added to the Speech Manager.
This is for the hotspot prefix:
-> AC debug logger
UnityEngine.Debug:Log(Object, Object)
AC.ACDebug:Log(Object, Object) (at Assets/Adventure…
I am changing availiable navigation mesh surfaces based on whether we're in cinematic or not. And I'm launching actionlists from inside coroutines. If the first action in actionlist is to move somewhere, the pathfinding ends up not having the new na…
I just raised some possible concerns, because I wasn't exactly sure how far these accessibility changes are going to go. It wasn't meant to be panicky or antagonistic. I'm sorry that it conveyed such a tone, but honestly, after this post I re-read m…
OnValidate could potentially fire more often than an awake. The best I could come up with, was passing a reference of actionlist to the action that it belongs to. This reference if serialized should be more reliable than various InstanceID compariso…
Great catch! I'll check the area too. Maybe I'll have some ideas as to how to work around this stuff. As far as I can see this is the place that probably causes actions to eventually become named (Clone)(Clone)(Clone)(Clone)(Clone)(Clone)Something. …
The minimum amount of changes when this happens is viewing actionlist editor. Actionlists are also grouped in hierarchies which are occassionaly disabled and/or enabled both in edit and in play.
The most edge case I can think of is viewing ActionLis…
The reordering happens when reviewing scenes as text assets. Actions which are created as scriptable objects seem to get heavily shuffled around. The prime reason could be that some serialized data is constantly recreated and thus it gets shuffled a…
Hmmm... If those variables would turn into public get / set without changing the name (or system.nonserialized, with values set in script automatically), compilation wouldn't break. But assigning to them inside custom actions would yield no results,…
Edit #2: In PlayerInput.cs -> GetDeltaTime() returning Time.unscaledDeltaTime seems to solve the problem and work reasonably well with Pause mode as well, without custom constants. I haven't tested all the cases, but from what I understand the or…
In our project we use unity navigation, and it has a super accurate setting. Setting it to true, causes the character to turn corners very slowly. So we use additional script and set it to true only when there is only one node remaining in the path.…