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ChrisIceBox

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ChrisIceBox
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  • Prevent original language from being used? - checked, disables choosing original language in game.is that right? That's correct.  When checked, the text that appears in ActionLists etc is not used - only translations listed in the Speech Manager. Wh…
  • Player Vicinity detection can be used in 2D, yes - have you tried it?  It's similar to working in 3D, only you'll need a 2D Rigidbody and collider instead of 3D ones. One caveat that does exist is that the Hotspot Detector must be a child of the ch…
  • You'll need a custom script.  This isn't AC-related, and the Unity forums/documentation are a better resource for this kind of question. The mouse position can be read with: Input.mousePosition To convert it to a world position, use: Vector3 wor…
  • Apologies - I misread your first post. In that case: yes, you'll need to rely on Variables to keep track of what should be changed in another scene.  Global Variables, rather than Local, should be used - as they can be accessed in any scene as oppo…
  • Sorry, more details are necessary.  Please provide screenshots whenever posting about visual issues.  Is the actual position of the character's root changing?  Is it falling as in through the floor and out of view? Are you making changes to the Sor…
  • What's the Menu's Source field?  Have you checked the "Fit inside screen?" option in the Menu's properties?
  • In answer to your question: no "master script" is needed on the designer's part.  AC handles all the scene-management, variable-tracking, and cutscene-playing in the background - leaving you free to focus on design. When custom scripting …
  • Welcome to the community, @Lubyck. There shouldn't be any need to rely on custom scripts or Variables for the simple control of Hotspot / graphic display. The Hotspot: Enable or disable Action can be used to activate and de-activate Hotspots.  To …
  • When you added two sprites (separate to AC), what was the difference between the one that was rendering properly and the one that wasn't? Was this test also done in a non-AC scene (i.e. just a separate Unity scene with a regular Camera)? It sounds…
  • Also, make sure that you really are back in gameplay by checking List active ActionLists in Game window? at the bottom of the Settings Manager - that will show the current game state in the top-right corner.
  • So the issue is only with the character sprite, not anything else?  In what version of Unity? First, I'd recommend isolating it from AC so that we can locate the source of the problem.  What happens if the sprite alone, with no AC components, is pr…
  • Thanks.  I suspect that this is because of the combination of faked perspective in 2D vs the true rotation of the 3D character.  When the character turns, they do so because of the screen-space direction of their movement path - not accounting for t…
  • It doesn't seem right that you should have to give the background image a different rotation than the camera.  If you're relying on NavMesh segments and want to rotate the camera, I'd say you're better off with 2.5D mode. The next update will allow…
  • Welcome to the community, @ViktorStopka. What you are looking for is the "Player-vicinity" Hotspot detection method.  This is covered in Section 5.4.2 of the Manual, and can be tested with the 3D Demo player, Tin Pot, as he is equipped to…
  • I can appreciate that, but it is important to understand that AC is not an asset that can be picked up in five minutes.  It is essentially a game engine within a game engine, and not an asset that just focuses one thing that can be dropped into a sc…
  • Please do - I'm sure others will find it useful.  But I would need links to the Actions you found to know what you're referring to. Fair point about the Cinemachine Brain.  I would suggest in that case that the best approach would be to have AC's M…
  • Welcome to the community, @KaySievert. I'm not sure what you mean by them being for "survival" games, but the video tutorials are designed to cover the fundamentals of interactions, characters, movement, UI and so on.  As AC can be used i…
  • Welcome to the community, @bryansq2nt. The item becomes selected at the cursor by default - but you can override this by defining a Use interaction at the bottom of the item's properties in the Inventory Manager.  See Section 6.2 of the Manual, whi…
  • Thanks, recreated.  Will be fixed for the next update.
  • Could be a bug, I'll try to recreate.  Please post a shot of the top of your Speech Manager, so that I can use the same settings. What about when you use the standard mouse-click to skip?
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