I couldn't reproduce.
What does "The column "Associated Object" was not filled correctly." mean?
I'm in the middle of vocal recording via exported text csv files.Do I have a problem?
it might be nice for others.
for now I wrote a script to be able to use "Numbers" (bad name for a excel clone :0) with it's sortingthis way I can edit the text in the table and in unity in case I find a mistake,have a sorted audio clip sta…
Column 1 in the Text export wizard needs to be "associated object"in "Numbers" delete the first empty rowconvert the second to a headerselect col A and C , right click order
now you can order by Scene and then by ID
u5.4.5p1, ac156g, menu type Unity UI
The sample image shows an inventory with 6 items (x,y,z,a,b,c)a,b,c are not visible because there are only 3 slots.shifting shows themthe crafting menu pops up over the inventoryI drag x,y,z into the crafting slo…
All my NPCs, Player and objects are mecanim not single clips.Everything is controlled by parameters.
The problem is "Object Animate bool" works and Character Animate on SpriteUnityComplex doesn't.
I found the code that prevents the animati…
You are right: I tried to autosave and save to a specific slot before critical cutscenesand I hacked it somehow together with "Engine: Wait" and container cutscenes for those.
Sorry with option titles I mean dialogue option labels
I found "_optionLabels\":\ in my savegames with the full text of the labels of some dialogue options.I wonder if this will blow up when the language is changed?
Maybe this was introduc…
@ChrisIceBox I instantly changed everything back as it was, as I have to finish the project. It works good at the moment without the SaveableData feature but I'll investigate when I need it.
sorry my bad. its a typo. i wanted to say that i cant reset the PLAYER animations with the object animate. so i added normal character animations for that case and just wait for a fix.
well the actionlist disappearsbut I'm gonna stick with the container solution.
unfortunately I can't reset the play animation with "object - anmiate" I'll have to wait for the fix for that
additional to the #may-bugone #may-question for @chris though
In the first image I have a "Actionlist - check running" action with the "check self is skipping"Won't this actionlist run forever if it is never skipped?looks infinit…
I appreciate your effort but you don't need to test this.I'm pretty sure this is a bug.It's a bit complicated to write so I made screenshots of the 2 possible skip solutions.(which both don't work with "character animate (sprite unity complex) …
I tested the whole day and I think I found the problem.
I tested all possibilities on 2 NPCs.
The method in your image and putting the actionlist in a container actionlist which calls a clean up (reset animations) actionlist after the actual actionl…
I think I got it now :-)I tried the non-looping version with the extra action list for resetting the state when skipped.Looks like it works, I ll keep trying.I guess I will have to do this everywhere in the game.
Thank you Alverik for the detailed e…
This way AC-devs have full control and are safe from race-conditions and unity-blow-ups.
about ActionList: Check running:If animate actions would be called when skipping I would have to add this action to every animate action except the last one.in …
When I skip and the character is talking, the last animate action isn't called and the character keeps looking angry, which wouldn't be the case when not skipping.
Animate & face direction actions not being called when skipping is a good and imp…