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Autosaves are saved in slot #0. There can only be one per save profile. There are listed among other saves in SavesList elements.
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I have one scene (MainMenu, scene #0, without AC) and another one with AC.
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Here's a gif of the bug, the items appear in the inventory on the next "click" of the mouse.
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Otherwise, you could introduce an ActionList: Check running Action in between Action #0 and #1 to prevent #1 from being triggered if al_EnemyPatrol is already running.
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Sorry, try again. (linking from Dropbox, for peoples reference, if this works, you have to " copy the public Dropbox link to your clipboard, just change ?dl=0 to ?raw=1 at the end of the URL…
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AnimationState animationState = animation[NonAllocAnimationClipName(clip)]
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1. treat text in Action as reference for gamestory scenario for example "text#0987" and real text will be in languages not original text and then checkbox checked, otherwise it leads
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What is Snake's Shattered Stones?
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span.s2 {font-kerning: none; color: #000000; -webkit-text-stroke: 0px #000000}
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Chris you are a master, great great support, THX so much
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update:found the line SpeechLine.cs, line 719
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Good stuff. That video player seems like a good incentive to upgrade to 5.6. Has this issue been fixed by Unity though?
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Hmm On Cutscene doesn't seem to work for Active Input, does KickStarter.dialog start a cutscene or is there a way to declare one via code?
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Hmm, added this work around, not sure if it's good practice though, and it blocks all of the hotspots because onmousedown requires a box collider (Image)
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Ooh so I have one more question on this topic,
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All my NPCs, Player and objects are mecanim not single clips.Everything is controlled by parameters.
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Ok so I think I have it all working!
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I see, thanks for the clarification (Image)
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