Russell Quinn
Russell Quinn
I think this bug just came about after the last big update, but if you track location, then start scrolling (thus canceling tracking) the dot jumps to the edge of...
Setting theMapView.tileSource to a new source after creation seems to work fine, except minimum and maximum zoom levels (and/or bounding height) seem to get corrupted. For example, our map is...
Since version 3 implemented dynamic Material creation, we've fixed the problem of floating-point values in Material asset files changing and making for confusing source-control commits. But, now I'm seeing lots...
When loading a saved state for an Ink story that has changed significantly (common during development), I'm getting frequent crashes in `Callstack.cs`'s warning about the story location being approximated, because...
Fix for: https://github.com/inkle/ink/issues/787
This is my (hacky?) fix for the bug I describe here: https://github.com/inkle/ink/issues/763 This PR adds a check when an `InkList` is accessed via `VariablesState` to see if its `origins` is...
If I have a global `LIST`, e.g.: ``` LIST some_list = (none), step_one, step_two, completed ``` I can get this list from within Unity with: ``` Ink.Runtime.InkList unityList = story.variablesState["some_list"]...
I have an Ink function of the form: ``` === function can_do_something() ~ return some_var == 0 && some_expensive_to_run_external_function() == true ``` `some_expensive_to_run_external_function` gets called every time, even when `some_var...
Autogen
Not an issue, sorry! Do you guys use a tool to auto-generate the basic /module files? Feels like it'd be useful.