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domx

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domx
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  • @ChrisIceBox Thanks for answering, Chris. Tried changing the line length - the display time does not change. 1) Could you elaborate? What do you mean by scene or asset based? In case of the latter, is it an action recorded in a prefab? No, it's uniq…
  • You need to buy it first https://www.assetstore.unity3d.com/#/content/908 After the purchase you will be able to download and import it from the asset store window in Unity. If you don't want to buy 2d toolkit, try using the native 2d - AC is curren…
  • There is already a tutorial for building a 2dtoolkit character - https://www.youtube.com/watch?v=rXR7L1LndeE#t=221 Despite all the AC changes it is still 90% valid. It works just fine. Simple steps: 1. Import 2dtoolkit and enable it in player sett…
  • Hey, I ran into the same issue. It seems like the audio is played (and it doesn't let subtitles disappear or talking animation stop until the audio finishes), but it is not audible. I initially thought it was a problem with wav files, but the same h…
  • Figured it'd be something crafty. Thanks Chris!
  • Too bad :( I will try to resolve this script-wise then. Thanks for your help and pointers!
  • What might be easier is to run some custom code pre save and post load. In case of the former, store whatever state info you have in AC variables, which get saved afair and for the latter fill your singelton variables with the appropriate values fro…
  • Following up on this, is the Sprites Unity Complex system able to service 2d toolkit sprites or is it just for native 2d sprites?
  • The layout solution did it for me, cheers Wesley! I wasn't expecting it to be something like that :)
  • No, that was the first thing I checked. Everything compiles just fine.
  • Menu manager works like a blast! I was originally planning to include a couple of external systems, but you seem to have thought of everything Chris and I'm embracing more and more of AC. Fantastic job, thanks! Just one scenario I couldn't crack wit…
    in Custom GUIs Comment by domx April 2014
  • I completely missed the fact that it's the Menu Manager that deals with all GUIs - I'm looking through it now, so the question is no longer valid :)
    in Custom GUIs Comment by domx April 2014
  • One extra question Chris - can you suggest if turning (ie. for 2D changing the played directional animation or mirroring R or L anim) is handled per animation system or somewhere in generic, shared code base related to navigation? I started digging,…
  • Thanks for trying Chris, I hit the wall too and decided to operate on a singular tk2d camera with custom support for some of the original cam functionality in AC for the time being. I've decided to adopt 2dTK for a couple of reasons:- automatic scre…
  • You need a normal (3d) rigidbody attached to the player character, so that it can use the navmesh properly and be able to move around the scene.
  • Yes, the position and the rotation of the MainCamera are correct. It's showing what's expected, it just does not move with the character, which is problematic. 2dtk Main Camera seems to be fine with other cam attachments, but it does not seem to be …
  • Sorry, I phrased it in a confusing way - I am operating on a single MainCamera, however swapping it for a tk2d cam with MainCamera script and a Game Camera 2D script results in nothing being displayed. If I loose the 2d game camera script it works, …
  • Thanks for answering, Chris. True, Mecanim would offer an instant solution, but for a numer of reasons I am using 2D Toolkit (which is quite ironic, because back in November/December I asked you about native 2D support for AC). I'll try to play arou…
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