I have developed a game where all are working fine but after playing long time on Android , UI button is not calling the OnClick() function's code but change the color tint of pressed , normal and highlighted. And if I do that :-(Android) setting->apps-> [myapp Name]-> clear data then everything is working fine again.So, how can I fix this problem in Unity?
Best thing for you to do is play the game in unity for a while with mono or vs attached to Unity. Once this problem replicates itself in Unity you can see whats going on in the debugger. Or use adb to dump the log out from the phone.See: -line/adb.html
This series contains intermediate to advanced level material, therefore I will assume you are familiar with C# and Unity. If you are new to C# I would recommend following along with my own tutorial series here.
Download and try out the project using this link. Note that development on this project is currently on-going and is VERY likely to be cleaned up and or refactored if not just completely changed over time, particularly as I actually start writing about each part.
2.) If you are trying to download the actual project from the repository here,
, then I recommend you use a good source control software like SourceTree, then checkout the development branch.
Looking around for possible solutions, but I am afraid I don`t exactly follow how to make a button for movement. For example if I add a new button to the battle scene, I was hoping to simply hook that up to the horizontal and vertical access to do movement, but I read that you can not change the input values like you can with other variables.
I have no problem running code from a function with buttons normally, so I assume that I need a functions somewhere in the battle controller? And that function would send out a message that the horizontal or vertical changed with the onmove?
I just downloaded the project and have been playing around with it a bit, and something interesting happened. The game threw a null reference exception after I tried casting fire at some point. I realized this is because my unit actually killed himself by casting the spell on his own square. I know that units are not expected to kill themselves normally, but I wonder how you could get around this, since the game cannot continue after this happens (the cursor just sits at the place formerly occupied by the unit, probably expecting the unit to move or wait).
Glad you enjoyed it. For now, I would recommend following along with the Unofficial Pokemon Board Game project that I am currently finishing up. While the Tactics RPG project was great for a deep dive on the complexities of a battle engine, the UPBG project is great for broad coverage of an entire game (albeit a simpler one). If you can fully understand both projects then you should be very well prepared to make your own fully fleshed out Tactics RPG.
Just a shoutout kind of, take it as you will.
First off, the tutorial is great so far! A lot of good examples and explanations on not just how to do but why to do certain things. I agree that more images would help clarify a few areas, however at the same time that leaves a little room for us to try and link the ideas before checking the final version.
If you would be willing to go into this series more, adding a section on recruiting a character in game for example, map to battle back to map and track exp, etc this could really increase traffic to your blog overall.
I still got this error even after I copy and pasted your InputController code into my script, and even though I can play your sample game just fine, if I do anything with the code, that error pops up ruining the downloaded game.
Making a Tactics RPG is very advanced work (in my personal opinion) so unless you are also an advanced programmer I would expect it to be very difficult to try to apply the concepts properly right from the beginning. I would recommend following all the way through first as it is, so that you have a better idea about why things are setup the way they are. It will help you to make better decisions about how to refactor it all if you are comfortable with the entire feature set.
Sorry for my lack of knowledge, I know very little about reloading assets and all that jazz. Is there a quick way to load this project? My next plan was to just download the older version it was designed in, but if you know of a quick way to update it to the latest unity, that would be greatly appreciated as well.
I am using Spine with Unity and I am trying to find the best way to switch between animations. For example I have a shooting animation and when the shooting animation has been completed I want to return the character to either idle or running depending on its state upon completion of the shoot animation. I used to do this by adding animation events within Unity itself. Spine doesnt appear to have access to the animation panel within Unity just yet so what is the correct way for performing an action like how I am describing? I see that you can add events in Spine itself. Can these be used for what I describe? So I would add an event in Spine for when the shooting animation ends and then in Unity somewhere in my script I need to listen for that event? How is this done in C#?
I have seen this -events and I see code sample for adding a listener but I dont seem to be able to do the same thing within C# script. Can I see an example of how this is mean to be accomplished?
Hello Mitch,
my name's Marco and I'm the founder and main programmer at Chestnut Games. ?
We are planning to buy Spine since it's an amazing piece of software and seems a great fit for our latest project, but we have one main concern regarding Spine and Unity 2D integration.
Looks like they changed how they did script updates... latest github repo (not hte unity package) shouldn't need to be API-updated for Unity 5. try doing a clean pull. I'll try and address this with a few other Unity 5 issues sometime today.
Hi, is there still a bug in the latest version of Spine? Because when I export my project it doesn't make a prefab or anything automatically which I really wouldn't mind but after setting everything up my character has white boxes around it and the art is a faint black on the inside, I tried playing with texture setting and atlas export setting but nothings worked so far...
Hi, I am having some difficulty with Spine and Unity when using slots. I followed your video and was able to attach weapons to a slot no problem. When I run it within Unity everything is great I can see the weapons correctly attached to the slot I provided. Then when I create a build for other people to try out the weapons are missing. They seem to appear for 1 frame when I add them but then disappear immediately. This happens for both windows and mac builds.
so I am attaching the weapon right after starting the idle animation.
Works fine when run in Unity ?
Any ideas what I am missing here? I just seen in an above post that I should use the scripts in the repo and not the spine package provided. Is this still the case? Ill try this when I get home from work. If anyone has any other ideas about what could be the issue here I am all ears!
Thanks
G