Ok... I tested a little bit more.
I think if I do not use "Mecanim params: Turn float" in "Player" script, the movement is fine as the rotation is done on the transform. I also could make it kind of "better" when scali…
As far as I could experiment for now, it's worse when using Mechanim/Root Motion with "Turn" parameter.
What maybe seems to be "wrong" is, that the character changes direction a lot while moving along the path. This results in …
Hello Chris,
I found the problem. The game object, that I wanted to translate must be "moveable". So it needs the Moveable script. Because I used the parameters, I didn't see this requirement, even if the name obviously says "Movable…
Hello Chris,
I changed the code, but re-gathering does not change anything. I'm not sure if I have to reset it first. But currently I'm a little bit afraid that I have to do all the translations again after resetting and gathering again. So... I th…
Hello,
I tried some things and read a lot of code and at the end I simply tried to put normal carriage returns into the text field. And of course it works:
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The reason why I thought that it must be more complicated is, because when I gath…
The problem was, that I deactivated the "Menu System". That was the reason, why the menu's didn't update according to the language change.
But I wonder why: After deactivating the "Menu System", it is still possible to turn menu…
Hello Chris,
your work-a-round does the trick. I will test some other things later, when I will have some time.
Thanks so far.
When I understand you correctly, normally the menu's should react to a change of the language without doing special thi…
* I'm using Unity 2018.3.6f1 and AC 1.66.8
* Types are "Buttons"
* Appear type is "Manual"
* Yes, I'm using Unity UI
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Using of KickStarter.playerMenus.RecalculateAll didn't work:
public void ChangeLanguageToEnglish(){ …
Hello Chris,
that's exactly what I was looking for. I searched so long for this preferences, but I missed the option in the inventory box (menu) completely.
Thank you very much. And again: You provide a great framework for creating adventure games…