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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#3 with Global Conv#1 = Wrong Options enabled/disabled.
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If I'd get an event callback on step #3 I could clean up my script during that step.
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I was merely suggesting to avoid having to do the whole Align with view continually (step #3), manually, perhaps an option for when I 'add new' to align with view automatically, which will essentially
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In the meantime, or if it is not possible to change, you can either combine the Actions into just one ActionList, or have the ActionList: Run Action stop after running, and have additional ActionList:
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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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