Yes. Autoclose are closed before scene change and I'm also calling the hide all dialogues (forgot the function name) before calling the load scene function.
In first scene (after main menu), the auto event uses a few Show Dialogue with Auto Close. These sometimes work fine and sometimes they close and then reappear in center of screen (not the location defined by GUI Box) and start stacking.
Then the e…
Also here's my updated version that uses enums rather than static class consts and optionally using reflection, so there's less typing:
Replace "// Write out the tags" section with:
// Write out the tags
// GUI
…
This is really neat.
Is there any way to do depth with snow? For example, give a depth setting of 1 unit of snow, and let the player be 1 unit down/y leaving footprints like they are knee deep in snow and creating 'trenches' ?
Thanks.
My code is near verbatim of your code (which core is same as your initial post), but it didn't work. Then I realized something... I had dragged the wrong GUISkin into my component. My skins have the same name, but in different folders and I…
Yes. Legacy UI.
I'm only using the BaseSkin of the GUIBoxes, so that's the only one I need to override. None of the boxes that appear after the scene loads use the new skin.
This isn't working for me. I still see my default skin. Do I need to call an update or something for the new skin to be applied?
[SerializeField]
public GUISkin BottomDialogueGUISkin;
public class SceneOverrides : MonoBehaviour
{
void Start()…
Yep. That fixed it. Thanks!
So in general, if a component exists on a prefab the ORK framework will use that component rather than creating its own? So that's how I'd override any default ORK configurations?