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Re: Evaluation Version Crashes
Posted: Thu Jan 21, 2016 9:09 am
by Tony Li
Hi,
If you're doing any kind of code stripping, try a build with stripping disabled. If that doesn't help, then Terry, the developer of uSequencer, should be able to help you resolve this issue quickly on the
uSequencer forum.
Re: Evaluation Version Crashes
Posted: Thu Jan 21, 2016 1:52 pm
by Frank
The sample scene for uSequencer throws the error
Code: Select all
NullReferenceException: Object reference not set to instance of an object to
WellFired.USTimelineContainer.Start ()
Do you know why?
Re: Evaluation Version Crashes
Posted: Thu Jan 21, 2016 2:24 pm
by Tony Li
If you play in the Unity editor, it should log the same message to the Console. If you click on that error, the Hierarchy view might highlight the object that it occurred on.
If the error also occurs in the Unity editor, please select it in the Console view and press Ctrl+C (or Command+C on Mac). This will paste the details into the clipboard. Then paste it into a reply here.
Re: Evaluation Version Crashes
Posted: Thu Jan 21, 2016 2:31 pm
by Frank
The Hierachy highlight the
and
. This is the Error on the console
Code: Select all
Coroutine 'UpdateSequencerCoroutine' couldn't be started because the the game object 'Sequence(Clone)' is inactive!
UnityEngine.MonoBehaviour:StartCoroutine(String)
WellFired.USSequencer:Play()
PixelCrushers.DialogueSystem.SequencerCommands.SequencerCommanduSeq:Start() (at Assets/Dialogue System/Third Party Support/uSequencer/SequencerCommanduSeq.cs:71)
Re: Evaluation Version Crashes
Posted: Thu Jan 21, 2016 2:46 pm
by Tony Li
Are you using the Dialogue System's
uSeq() sequencer command to play a cutscene prefab from a Resources folder?
If so, is the prefab active?
What version of Unity are you using?
Re: Evaluation Version Crashes
Posted: Thu Jan 21, 2016 4:09 pm
by Frank
Yes, i use uSeq() and a Prefab. I have some good news. I found the mistake. It was a mistake in the Prefab. There I had the camera set false, so there was a conflict. Thanks for your help.
Re: Evaluation Version Crashes
Posted: Thu Jan 21, 2016 4:19 pm
by Tony Li
I'm glad you found the issue.
Re: Evaluation Version Crashes
Posted: Wed Jan 27, 2016 12:33 pm
by Frank
I'm done far, but the GUI of the dialogs does not scale in my compiled version. Is there a checkbox which I have set?
Re: Evaluation Version Crashes
Posted: Wed Jan 27, 2016 12:47 pm
by Tony Li
Hi Frank,
Are you using Unity UI? Are you using a prefab UI or one you built yourself?
Most of the prefab UIs are designed to anchor to specific edges of the screen rather than scale in size. If you're using Unity UI, you can usually get it to scale the way you want by simply adding a
Canvas Scaler to your Canvas. If you want more control over UI scaling, I recommend skimming over the
Unity UI Tutorials. If you're having a specific issue that you can't resolve, I'll be happy to help out. Just send an example project to tony (at) pixelcrushers.com with an explanation of the problem.
Another tip is to resize the Game view in the Unity editor. This way you can quickly test different screen sizes without having to make a build.