Welcome to the community, @sbechara.
Which image do you mean? The image associated with a Conversation's Dialog Options?
If a Conversation's options have icon textures assigned, the UI must still be amended to display them. In the default interf…
Welcome to the community, @hellwalker.
If you're relying on a player prefab (i.e. letting the Settings Manager spawn one each scene), you can just position the scene's Default PlayerStart behind the camera. You can't prevent the player from spawni…
Quickly followed by..
Version 1.59c* Fixed: 2.5D cameras not previewing correct "Field of View" in v1.59b
* Fixed: Incorrect Hotspot labels in rare circumstances
Two control assets won't "just work" together automatically - you have to include an integration script that gets them talking to one another.
One specifically for CNControls has been posted on the wikia here - have you tried it?
If you're using a Sorting Map, the sprite's scale is going to be overwritten anyway - regardless of whether or not you're previewing it in the Editor.
Could you elaborate on your "manual way" of working? I feel like I'm being told the so…
Correct - if you're relying on just Speech Manager languages, then the actual Action text just becomes a reference.
Someone has, however, written an Editor tool to let you mass-replace Action speech text: see this thread.
Were there any differences in Inspector settings between the sprite that worked vs the one that didn't?
Is this issue with the background sprites new? I was under the impression your post was originally about character sprites.
To test possible f…
AC will only include ActionList assets that are specifically mentioned by your Managers and scene-based ActionLists. This is to prevent unwanted (e.g. demo) assets from being included inadvertently.
To have an ActionList asset included that you ca…
You can right-click in the Project window to create new C# scripts. They should have the same name as the class - "Ripple" in @cnppncnpc's case. Files can be edited by double-clicking them.
ActionLists are the base name for all action chain objects - Cutscenes, Triggers, Interactions and ActionList assets. When you say "ActionList", are you referring to asset files, or the base component.
ActionList assets can be set in you…
Rather than manually disabling/enabling them each time, you can do it automatically using OnEnterGameState / OnExitGameState events.
See the Manual's chapter on "custom events" for more on how they work, but essentially you could have men…
Version 1.59b* Added: Ability to give 2.5D cameras a perspective offset
* Added: Ability to snap 2D camera movement to grid
* Added: Smoother 2D camera movement
* Added: When ActionLists are listed in the debug Game window, the active camera is also…
I believe that when sprites are involved, the display order is only reliable when using the "Order In Layer" etc options provided in the Sprite Renderer Inspector. The z-positions should be kept the same.
Similar options do not exist in …
You import the text as a new language. The "original text" as in the ActionList strings do not get overritten through CSVs.
Once the option is checked, add a language (Language #1) and name it. Then export the original text, but make am…
using UnityEngine;
using System.Collections;
using AC;
public class PondEvent : MonoBehaviour
{
public Hotspot pondHotspot;
private void OnEnable ()
{
EventManager.OnHotspotInteract += OnClickHotspot;
}
priv…
There's nothing technically wrong with that approach, though an easier way to run an ActionList asset file is to just call it's own RunFromIndex function:
myActionListAsset.RunFromIndex (39);
Is equivalent to:
AdvGame.RunActionListAsset (myAction…
Check Call custom events? in the Hotspot's Highlight component, and you'll be able to trigger events whenever it's highlighted. If you don't want the Highlight to actually affect anything else, uncheck Auto-brighten materials?.
To invoke a ActionL…
When you say you cannot pause the game, do you mean you can't make the cutscenes gameplay-blocking? Because the cursor can't click on UIs during gameplay-blocking Cutscenes unless the user explicitly allows it.
If so, I'm not sure of the reasoning…
I can't recreate any such issue, so it sounds very specific to your scene and setup. It may be down to a conflict with Sorting Maps vs NavMesh Agents - what happens if you remove the NavMesh Agent + NavMesh Agent Integration scripts?
You might jus…