If speech audio is attached to a dialogue line, you must enable Subtitles in the Options Menu for them to display on-screen - see Section 9.4 of the Manual.
This can be done within the Settings Manager as well - by clicking Reset options data befor…
Apologies - I forgot our previous discussion.
Just for management's sake, I'd recommend placing each room in a different scene if you can. You can use the Scene: Add or remove Action to load in different rooms without changing scene if you want se…
Can't get a problem to occur myself. Please update to the latest AC if you haven't already, and then post more detail: Are you transitioning to the new camera over time? Are you changing the target field dynamically through script? Any screenshot…
In MenuInventoryBox, find line 785:
while (AreAnyItemsInRecipe ())
replace with:
while (AreAnyItemsInRecipe (newItemList))
then find line 850:
private bool AreAnyItemsInRecipe ()
replace with:
private bool AreAnyItemsInRecipe (List<InvItem…
Have you checked Force aspect ratio? in the Settings Manager? When enabled, that will ensure your aspect ratio given beneath is preserved by adding such borders when the screen resolution doesn't match it.
If you find bugs with AC, it's always better to report them here so that they can be fixed officially. The latest release fixed various issues with menu scaling and also boosted performance in a few key areas.
My own testing shows a similar slowdo…
Apologies - I was mistaken about Animation Events.
It seems they can only call functions that exist on the same GameObject as your Animator - so you will need to place the Actions in a Cutscene component placed on the same object. Setting the When…
The MenuElement class is a base class for all element types. Labels are of the type MenuLabel - you need to cast from one to the other. This is a C# technique, and not one specific to AC:
AC.MenuLabel myLabel = (AC.MenuLabel) thisColorElement;
my…
Yes, sounds like it. That it works with the keyboard does make it sound less like an AC issue.
I would recommend testing your controller outside of AC - in a fresh scene, just have a simple script that logs your CursorHorizontal / CursorVertical i…
When testing the keyboard, make sure there's only one such input listed in your InputManager named CursorVertical - both the keyboard and controller will contribute otherwise.
Welcome to the community, @GasLitTales.
On a purely performance level, the second option would be the more efficient. I don't know what your target platforms are, but you may want to do that if you're looking at mobile devices.
The first option s…
In the Hotspot's Inspector, see the Centre point (override) field - that allows you to control the position of any related icons etc directly, as opposed to having AC do so automatically.
Speech is not the only way to show text on-screen - you can also make use of variable tokens and parameters - see Sections 10.4 and 5.13 of the Manual respectively.
Go to your Variables Manager and create a new Global String variable - this will st…
You'll first need to have each colour as a separate texture, as you can't tweak the colour in the same texture.
You're on the right track with the coding - that function returns the MenuElement class you want to change. The parameters require the …
By definition, pausing the game will pause character's speech. Are you looking to have the speech continue when paused, or just stay there indefinitely? I'm not sure either would be used enough among other users to warrant a specific setting, but …