Yes, you can try it out in the latest repro I sent you:
Hovering over the box currently shows both the menu and the cursor sprite. But if you change the menu's appear type to Manual and update TestComponent to this:
EventManager.OnHotspotSelect +=…
Nice!
I noticed that doing this also hides the cursor though (while having the menu appear "On Interaction" doesn't). It would be nice if MatchInteractions() had a bool for this.
I think I figured this one out:
1. Create a prefab with a EventSystem component
2. Do this to the component: https://www.youtube.com/watch?v=AEJjLP9wfQY
3. Reference that prefab to "Event system prefab" in ACs menu manager
I created a repro for the issue:
https://1drv.ms/u/s!Amz_vh8OYDX3vt11o1_qd7KS_AYJgQ?e=1MyZsQ
* Open up the 2D demo
* Using a controller - enter the pause menu
* Notice how left and right stick works for navigating the menu, but not the d-pad
Thank…
Regarding controller support for navigating dialogues, I got the left/right stick working, but I don't understand how to wire up the d-pad support for Horizontal and Vertical using the Input System...
Come to think of it, there were no warning abou…
Huh, that is SO strange. I had to close Unity in order for the cahanges to the asset to be persisted. Ctrl + S did nothing... When I opened up Unity again, the runtime suddenly understood they were defined! Probably a bug in Unity 2022.2 🤔
But hey …
A heads up: I'm not sure that you ONLY want to skip those UnloadUnusedAssets calls when not using Addressables. I kept nothing dynamically created in my previous game but I would still like to get rid of the stuttering.
I also heard back from a use…
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Ah, sorry :)
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In a word - overwhelming... Since a whole new scene is loaded, it's very hard to pinpoint what might be causing the audio glitch...
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I'm pretty sure you're wrong there. I just did a debug session with breakpoints on all ACs call to UnloadUnusedAssets - they were all hit. As I indicated though, it's only the call made on AssetLoader.UnloadAssets() that is causing the probl…
You're welcome - happy to provide some love to my AC brethren 👍
I have been through that chapter, yes. Here's the reason why I think the last audio crackle has to do with how AC handles speech specifically:
Playing other sounds (like walk animatio…
OK, so I tried A LOT of stuff to get to the bottom of this problem :)
Some learnings for context
1. Android (and probably every other low end device) suffers from exactly the same problem
2. The number/size of the assets doesn't affect the problem
…
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Yes, it happens no matter what.
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Yes, I was surprised to see that RememberTransform was needed in order to have objects remembered in saves, perhaps a separate RememberScenePresence would make more sense.
BTW: I tried removing the R…
Three things I noticed when digging deeper into this:
* If I comment out line 326-333 in ActionInstantiate, the spawning does actually work, so there's something there you might want to have a look at
* While the NPCs transform data is now persiste…
I made a new discovery that makes me think this might be an AC issue after all:
The music only starts stuttering on scene loads AFTER a player speech has been played. Before that, scene transitions are 100% smooth.
A little info which might help yo…
I see. That does sound limiting, yes.
Am I correct in thinking that the loading of the addressable scene into memory, and the preloading of the next scene to show is not the same thing?
If so (and there is a measurable benefit on low end devic…
No worries - yes, that's what I mean. So when hovering over an item in the debugger, it's a little more practical if the debugger shows something like option B rather than option A:
A: AC.TextLine
B: LineId 123: "I'm Guybrush Threepwood, and I…
I mean when hovering over a for example a hotspot in a code editor's debugger (such as VS or VS Code or similar). They all use ToString() or the DebuggerDisplay attribute for this:
https://stackoverflow.com/questions/3190987/c-sharp-debugging-debugg…