@Unitycube2 You can get the label of a text, combine it with another letter you are trying to type and set the label of that text. This is perfect for making keyboards, because you can control every aspect of it.
@Hamed hmm maybe a way it can atleast highlight the sounds that are not in use perhaps. Take a look at my sound folder. About 30% of those sounds were test audio that no longer are in use. If it can highlight what sounds are currectly not in use. It will give us the option to delete it manually. I can also understand your point of view. Some developers may import sounds ahead of time and use them later. The highlight unused audio is probably the safest method to please both worlds.
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@Hamed i see makes sense. What i did before you answered this was actually tied my animations with if statements. If flying play flying, if falling play falling, if powerup is enabled play powerup. This seems to work also.
@Unitycube2 You can either press on the small button near the Input Field of the box container and you will be given the option to add a value that modifies it, or you can drag the output of another behaviour into the box container and it will read that.
@Hamed i just tested it out with the exact dimensions that i resized from photoshop. I tried it with relative position on and off and also relative sizing on and off and still get the same misalignment as seen on the photos from the 4.3 aspect ratio to the ipad pro. Were you able to get it to align on your end?
@Hamed I would love to but my project is actually top secret for the time being lol. I believe I had a similar issue with double champion but that was probably due to the poorly organized game logic.
Off screen objects don't get "drawn" but they can have logic running on them. If they are physics objects like @bosswave described, then they will affect performance since they are part of the physical world. e.g if two objects bump into each other off screen, the bumped object could make its way back on screen
@SplitMindGaming At the moment time scale affects EVERYTHING and there's no way to change that as far as I know. If you wanted something to stay unaffected you would need to go with custom coding it so all your objects freeze. It depends on the object though, I think it might be possible to move an object while time is frozen but only using Move To Point with 0s duration (I haven't tested this though).