Falondrian
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Post by Falondrian on Jan 11, 2022 8:47:26 GMT
Hello,
it seems your Unity Forum thread is not maintained? Trying my luck here, I have a few requests and remarks as a new MA user: 1. Please allow full master audio script functionality in prefab view. I use an "empty scene and prefab everything" approach with Zenject (I instantiate everything after scene load) and having to drag the master audio prefab into the scene every time for editing is an inconvenience. 2. It would be great to have an I2 Localization integration (https://assetstore.unity.com/packages/tools/localization/i2-localization-14884) 3. Why is the MAEditor asmdef included in the player and why does the RIScripts asmdef reference MAEditor? Both seem like unclean dependencies. If something has editor in the name I dont want it to be included in builds. 4. BulkAudioImporter gives me an InvalidCastException in BulkAudioImporter.cs:977 when hitting Scan Project. The path triggering it is "Packages/com.unity.ads/Plugins/iOS/UnityAds.framework/MuteSwitchDetection.aiff". It returns a UnityEngine.DefaultImporter. Unity 2020.3.23 and Unity Advertisement package 3.7.5. 5. The audio preview button seems to only work if there is an audio listener in the scene and sometimes only after I entered playmode once. Could you please make it work without an audio listener, just like the unity preview on audio clips? 6. When setting the playlist volume directly on the master audio script (non-static member) to 0 and then to 1, the volume stays muted 7. I like to keep my project root clean. MA is the only Asset I have that uses the non-movable "Editor Default Resources" folder. Can you please use a different method to load the editor icons so I can get rid of this folder
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Post by DarkTonic Dev on Jan 11, 2022 18:28:07 GMT
I'm not sure why you would say anything here is not maintained. I'm on here every day checking and providing support.
1. Sorry, but this is a ton of trouble and no one has actually requested this before after 10 years on the store. I'll be going after more requested features on the roadmap which will keep me busy. 2. I can ask I2 if they'd like to attempt integration if you like. Most of the integrations are done by the authors of other assets. 3. MAEditor is included in RIScripts because there are buttons in the Inspectors to launch Relations Inspector. I'm not sure why it would be included in the player. It shouldn't be. How do you actually see that it is? 4. Didn't know about this. I've reproduce the issue and I'll let you know when I have a fix. 5. No, I can't. A listener is required to hear anything. Where you place your listener is and should be up to you. The bug with play mode has been fixed for the next update, which is a paid upgrade by the way. 6. What variable are you setting? Might not be the right one. 7. Editor Default Resources is the correct folder for resources not used by the editor, per Unity documentation on special folders. Since we support much older versions of Unity, there's likely no other way to ensure they're not used in builds in all cases.
However, I'll send you the new beta for free since you showed me a new bug (#4 above).
Thanks, -Brian
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Post by DarkTonic Dev on Jan 11, 2022 20:24:49 GMT
I've fixed the error on #4. You can email us at support@darktonic.com with your Asset Store invoice PDF file for the beta if you like.
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Falondrian
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Post by Falondrian on Jan 11, 2022 20:56:21 GMT
Hi Brian, thanks, that was fast - I was actually referring to the MA thread on forum.unity.com which is where I tried first. 1. Sure, hope you'll keep it in the backlog though :-) (the mentioned approach is used by Pokemon Go - I'm probably not the only one it doing this, even if it seems that way ) 2. Sure, that would be great! 3. The RIScripts, RIEditor and MAEditor asmdefs are all set to "Any platform" instead of only "Editor". The remark regarding RIScripts referencing MAEditor was a confusion on my side because I thought from the naming convention that RIScripts was supposed to be included in the player (since there is a separate asmdef RIEditor). 6. I was setting the public _masterPlaylistVolume on the instance, instead of the static PlayListMasterVolume member (with Zenject I can also get rid of singletons, so I work with instance injection to make dependencies clear).
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Post by DarkTonic Dev on Jan 12, 2022 0:17:35 GMT
#2, I've sent the email, hopefully I hear something soon.
#6, if the program is running, yes you'll need to set the property and not the field. The Inspector code does one or the other depending on if it's running or not. The property has code to recompute everything else.
if (Application.isPlaying) { MasterAudio.PlaylistMasterVolume = newPlaylistVol; } else { _sounds._masterPlaylistVolume = newPlaylistVol; }
I'll report on the other items tomorrow, thanks.
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Post by DarkTonic Dev on Jan 14, 2022 0:30:23 GMT
I will be fixing #3, thanks for the info. Will report back.
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Post by DarkTonic Dev on Jan 15, 2022 4:40:26 GMT
I have fixed the asmdefs so that only the "editor" checkbox is ticked. The next update will have the fix.
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Post by DarkTonic Dev on Mar 31, 2022 20:00:24 GMT
Apparently, I have to revert the fix for #3 because making the asmdefs editor only screws up the Master Audio game object (Inspector doesn't even show). It says it's editor only.
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