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4) Make the Trigger react to "On Enter". Give it a single ActionList: Run to run the ActionList in #3.5) Add another Trigger below, that reacts to the same sprite, "On Exit
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Also be mindful of the tips given in the Manual's "Performance and optimisation" chapter, particuarly #3.
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The "Performance and optimisation" chapter of the Manual covers tips on optimising AC projects, and #3 in particular deals with improving load times.
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Again, refer to the "Performance and optimisation" chapter of the Manual - in particular #3, which explains how to avoid LoadAll calls.
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Example if Scene 1 the player is now swapped to character#3 and loads Scene 2 how do I make sure the new character#3 is loaded in Scene 2 and the current one disabled?
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As for "other languages" variant:I for example have Language #1 - English, Language #2 - Lithuanian, Language #3 - Group (path). In Language #3 I store part of the path where the spe
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Ok, I spent the whole day on this.
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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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So I was creating a custom action when this occurred on this line:
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AnimationState animationState = animation[NonAllocAnimationClipName(clip)]
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Hi @ChrisIceBox, it's me again,whining about per frame allocations, which add unnecessary overhead.
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Yup, vanishes from the Variables Manager. I'm using Unity 5.5.2 and Mac OS. Both scenes have the AC game manager in it with the same managing asset file, but yeah it really looks like when I switch…
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Ok, I've updated to 1.59a and I'm still experiencing the same issue. I make a local var, onStart I take local var and add 1 to it:AC.LocalVariables.SetIntegerValue(0,(AC.LocalVariables.GetIntegerVal…
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Me again. I'm making a basic main menu/title screen scene for my game, and for now that simply consists of a panel with a "new game" button and a "load saved game"
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li.li2 {margin: 0.0px 0.0px 0.0px 0.0px; line-height: 16.0px; font: 13.0px Courier; color: #323333; -webkit-text-stroke: #323333}
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update:found the line SpeechLine.cs, line 719
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Hey guys, I was wondering if there's a version of the Awake or OnEnable function for a custom action? I can't use the AssignValues function, as I need an action to cache a ton of objects when the gam…
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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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Starting/ending the cutscene did the trick, thanks for the example code to compare to also (Image)
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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?