-
Just noticed there are more Player data. #1 and #2 and #3 all say Hub_street
-
---> Child #2 (with Animator and body parts)
-
engine\MultiSceneChecker.cs:[55:5-55:24] C##2> Void AC.AssetLoader:UnloadAssets ()+0x0 at Assets\AdventureCreator\Scripts\Static\AssetLoader.cs:[243:3-243:4] C# Void AC.LevelStorage:L
-
#2 DebugLogHandler_CUSTOM_Internal_Log(LogType, LogOption, ScriptingBackendNativeStringPtrOpaque*, ScriptingBackendNativeObjectPtrOpaque*)
-
#2 DebugLogHandler_CUSTOM_Internal_Log(LogType, LogOption, ScriptingBackendNativeStringPtrOpaque*, ScriptingBackendNativeObjectPtrOpaque*)
-
I'm having the same issue with sorting maps - they work fine if I'm testing only one scene, but if I start scene #1 where the NPCs are, switch to scene #2, and then go back to scene #1, I get sorting
-
across scenes"? When I switch to scene #2, the object survives, but when I move back to scene #1, it disappears and no sound is played. If I switch to scene #2 again, and then back to scene
-
I have a small question regarding the "change cursor when over the element" option. Our inventory is UI based, and I have 6 buttons. If I check that option and select cursor index #2
-
Admittedly this isn't exactly an elegant alternative, but for completness: bulk-creating such properties ahead of time would at least allow these references to be retained. For example, create 20 Inv
-
In this ActionList, you're passing the Hotspot as a GameObject parameter. If you create another GameObject parameter (named "ActionList to run"), and an Integer parameter ("
-
3) On the character inspector check "use expressions" and add as many expressions you need with custom names. Keep note of the ID of each ("expression #0, #1, #2 etc..). The
-
you can subtract or add 1; if you want button #2 change state, you can subtract or add 10; if you want button #3 to change state, you can subtract or add 100; and so on. Then you just need to check i
-
to camera #1, and then we switch from camera #2 to camera #1, the hotspost becomes interactive as expected. However, if the main camera was always camera #1 to begin with, and then the hotspot's limi
-
Alright, I'm taking baby steps toward understanding AC properly (the previous plugins/softwares I've used have been very different), so I'm still posting these beginner's questions...
-
For issue #2, I don't have enough to go on - I'm afraid I will need steps to reliably reproduce it.
-
Sorting layers are configured per project, not scene. I generally give them generic names (e.g. background far, background near, middleground, foreground, etc) and use them in all scenes. But if you r
-
If I start on scene 0 where all player characters are born, switching between my two player characters works fine. But if I switch to another scene with my current player, and then add another player
-
* Load the Save file we created in step #2.
-
^ That was the main issue. Another minor issue I found was that if in the middle of a crossfade between tracks #1 and #2, you start a crossfade into track #3, #1 is dropped immediately, and the crossf
-
(From Action #2 in ActionList 'Trigger')