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I am following your steps above, and here is where I think I am seeing my first divergence from your steps: When it comes time to click "Instantiate List Buffs" it does not bring up the animations ( don't see any of the buff animations I had instantiated), but does add each buff to the left in the scene under fx (anim is within each buff). The boxes "Join" and "Link" are both checked (i uncheck them, per your pic)... i did see one buff that has destroy checked at one point, but that is not the norm.
I did make an asset bundle and imported into TTS just to see what would happen. The two test buffs were in the states (repeated across multiple state #s), but no animation if clicked. No Buttons for measurement tool or buffs on the base.
A few other notes:
1)
version.txt could not be found! Something is wrong with the project. Did you open the project you downloaded from GitHub with Unity?
UnityEngine.Debug:LogError(Object)
<>c__DisplayClass3_0:<.cctor>b__1() (at Assets/Editor/TTSCheckVersionNumber.cs:56)
ContinuationManager:Update() (at Assets/Editor/ContinuationManager.cs:34)
UnityEditor.EditorApplication:Internal_CallUpdateFunctions()
2)
Assets/fxcontroller.cs(20,16): warning CS0649: Field 'fxcontroller.spellSourcecode' is never assigned to, and will always have its default value null
Steps I have been taking:
- right click in project bin below and click import package -> custom package... and select your file (brings in a lot of assets, 3d shader, ACondition, Anim, canvascamera, editor file etc etc etc.)
- I drag and drop from Models ->PC-> MiniBaseCustom up into my scene/viewer
- From the Scene tab on the left, I right click MiniBaseCustom in and select Unpack (i have tried both 'Unpack Prefab' and 'Unpack Prefab Completely')
- I then click Fx and under buffs to instantiate try 1 or 2 in size and fill out a couple test buffs (always includng name, text and a spell school)
-Click instantiate list buffs per above, don't see the animations in viewer. When clicking on FX-->Test Buff I see that Join and Link are selected ( i uncheck them).
This may be over my head, but I tend to have success figuring these things out, especially with your step by step directions provided, I thought I could bullrush through it!
Appreciate any input, if there is something i am missing. Otherwise, I may need to back away slowly and hope another PF2 minded person who knows unity can step in and be the hero we need.
Thanks for your time and mod!
Will let you know how it goes.
Here are alerts (they repeat/occur 68 times):
Parent directory must exist before creating asset at Assets/Animations/Blinded.anim.
UnityEditor.AssetDatabase:CreateAsset(Object, String)
fxcontroller:createAnimationForGameObject(GameObject) (at Assets/fxcontroller.cs:141)
TextAroundPlayer:Update() (at Assets/TextAroundPlayer.cs:31)
and
UnityException: Creating asset at path Assets/Animations/Blinded.anim failed.
fxcontroller.createAnimationForGameObject (UnityEngine.GameObject x) (at Assets/fxcontroller.cs:141)
TextAroundPlayer.Update () (at Assets/TextAroundPlayer.cs:31)
I also get an alert when I open a project:
version.txt could not be found! Something is wrong with the project. Did you open the project you downloaded from GitHub with Unity?
UnityEngine.Debug:LogError(Object)
<>c__DisplayClass3_0:<.cctor>b__1() (at Assets/Editor/TTSCheckVersionNumber.cs:56)
ContinuationManager:Update() (at Assets/Editor/ContinuationManager.cs:34)
UnityEditor.EditorApplication:Internal_CallUpdateFunctions()
Just made a new project and tried my mega list of 99 buffs and here is where I am at:
Question: I should still be seeing a number of the buff objects around the base in scene correct? If not, I am clearly not understanding how to remove those/deactivate those if they need to be.
Thanks!
to start over with your base you'll also have to remove all animations from the animator on the base object and remove all triggers from the trigger list in the tts system script.
I had to simplify my original list (which included variables/numbers for each condition that required a variable), so unfortunately will need to sort out another solution for tracking those modifiers each round, maybe a dice or counter can be utilized separately... or my preferred fallback... pencil and paper. Not elegant, but it works!
I was unable to get the assigned color backgrounds and text fonts to work properly... Looks great in unity, but when i bring into TTS it seems to default to white background and black or white text. Not a deal breaker for me, still functions well.
How can I get the base to you to include with your workshop entry? And would you be able to include the measurement tool and conditions button? I presume this is some LUA script that can be added?
And lastly, thanks for hanging with me and so promptly getting back to my questions. Appreciate it. Was fun to dip a toe in Unity.
Drop box link to asset bundle:
https://www.dropbox.com/s/l45p06c4lkn6v6z/retraffics%20minicustombase%20pf2%20basic%20conditions%202.unity3d?dl=0
https://www.dropbox.com/s/i99133oc50ec26p/Retraffic%20CustomMiniBase%20PF2e%20basic%20conditions.zipx?dl=0