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I'm having an issue with "Sound:::::: > Play music". When starting scene 1, I play a short intro music track (track #1) followed by a queued looping track (track #2). When I e
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The rounding issue is a common problem with floats, or float-based variables like Vectors
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UX aside, this little action solves issue #2 and is greatly appreciated!
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When the player learns new information, this might update to page#2: 'The mother took it. It seems most likely that she has locked it in a cupboard in their shared sleeping chamber.'
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Just did #2 again and kept an eye on the object. When the game ends and gets sent back to the main menu, it does appear to destroy his object and create another one from the prefab, but his portrait i
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Edit #2: In PlayerInput.cs -> GetDeltaTime() returning Time.unscaledDeltaTime seems to solve the problem and work reasonably well with Pause mode as well, without custom constants. I haven't te
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If #1 wasn't preloading, but just switching scene, you'd get the same behaviour. Try disconnecting #2 from #3 - what happens?
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I've just tested the option #2 as it seemed more straightforward. The -1 didn't do the trick, but 0.1 instead works like a charm.
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I stand corrected - in your example, you would need to have an instance of the Conversation in Scene #2 for it to work. Otherwise, the Conversation in Scene #3 won't know what scene to load data from
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Scene#1 with Global Conv#1 -> Scene#2 without the Global Conv#1 -> Scene#1 with Global Conv#1 = Wrong Options enabled/disabled.
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From what I understand you could use some variables and for example: In Scene#1, when talking to a character you can change a bool updateConversation, and then in Scene#2 when talking to a different c
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2 There is also a related issue, which I'm not sure if I should post here as it might make the discussion confusing. But it's very related so here goes:
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I don't understand #2 - can you share screenshots to illustrate? If the game is in 2D then I can't see how the angle comes into play, since the camera's always fixed in the same direction. Pushing l
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The ActionList: Run Action can be used to have an ActionList asset trigger a scene-based Cutscene, and you can rely on having such a Cutscene share a Constant ID number with Cutscenes of the same purp
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I am working on #2, now – thank you so much!
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Which suggestion, #2? There's nothing to my mind that wouldn't be Android-compatible.
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#2: "Hey there!"
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Is it also the case that the font with the new language is #2, as listed in the Speech Manager?
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It's been quite a while since I've been through the tutorial so not so sure on #1. On #2, is this an Adventure Creator Menu or a Unity Prefab. At some point during the tutorial, he changes it to a Uni