Thanks for the info Chris. I managed to solve my issue with the Wait action by adding a "Custom: " before it. Before I had tried to use the prefix we've set for all our other actions, which is "TDC: " but for some reason that did…
It looks like I've also lost some references within Actions themselves. In all the uses of Player: Switch I've seen, our selection for Replace Current Player got list. I also see an Object: Teleport that teleports the player to a marker, but the mar…
Chris, I think I figured it out. You relied on title strings in ActionsManager. That makes an assumption that all Actions, including custom Actions that can be given any string name, are formatted a certain way, it seems at the very least with a col…
Thanks Chris. Yeah it was a scary upgrade, but so far so good. Based on my testing so far, the only issue is with specific Actions I've already created. Although I have created a new Cutscene with a new working Action and saved one of the scenes, bu…
Most, if not all, of the Actions show up in the ActionList Editor. I don't get the warning for some reason there, although I get the error every frame for the Actions that are messed up.
And when I play the game, I get both the error & warning, …
I started spitting out the 'number' that gets sent to GetActionCategory. For Actions that work, I get an int somewhere from 2 to 89 (so far). Actions that are broken report 99.
Ok good news. I restarted Unity and noticed that some ActionLists don't even have a default Action in there. I then went to my ActionsManager and refreshed the list.
An error and a warning pair show up; from what I can tell it's once for each messed…
For what its worth, I lost all my Tags during the upgrade, have recreated the list, and a bunch of tag references got broken as a result. I don't think that'd affect serialization, but maybe it's a sign of a larger problem?
Found it! In case anyone else ever wonders, it moved to Interpolate. You send the two values from before, MoveMethod.Linear, some curve (null), and in Interpolate it skips to the end.
I unchecked 2DDemo, Demo, and UI folders. Unity didn't crash this time, but spit out a Fatal Error: The file 'MemoryStream' is corrupted! Remove it and launch unity again![Position out of bounds! 17 > 16]
I then reopened Unity, and it told me it …
We are using OUYA actually, however we want to be multi-platform with our input, especially with support for a variety of gamepads. So we're going to use InControl. Modifying OuyaIntegration sounds like a great solution for us, thanks!
I have the same problem where I want to swap single interactions, sensitive to the context, and I'm using Context Sensitive. In my case I have a linear series of hotspots with paths and I want to go backwards along the paths using the same hotspots.…
radiantboy, you're correct, it's indeed up to the developer to add this. Sometimes it can involve some work, though.
I'd like to second that request, but for other common elements that we always have a lot of in a scene.
This looks great! Please do keep everyone updated on your progress ;)
I've become convinced that Unity's largest missing feature is integrating visual debugging, and PlayMaker has the best example of it I've seen.
I would love to see how this progre…
I agree this would be a useful addition!
I wrote an action much like this, and it supports a start and end delay. The end delay supports a negative delay which lets you overlap audio; our dialogue sounded more like a natural conversation as a resul…