The Walking Dead template is comprised of several Menus - the Hotspot, Conversation, Subtitles etc are all separate Menus, so you will need to change the font for each individually.
For speech to be translatable, it must be defined in the provided Dialogue: Play speech Action - this is because it also allows for things like speech audio, lipsync data etc. that you may need as well.
If you have a lot of text, and would like to …
Welcome back, Mike. There are a number of ways you can do this:* Use Animation Events to trigger an ActionList. As you were hoping, you can select an Animation in Unity's Animation window and have an Animation Event run an ActionList asset file. …
Welcome to the community, @Daniel.
The "Gather text" button can't cover custom Actions, but you could feasibly move the text to Variables and have the speech display them as tokens.
However, there should be no need: to prevent an ActionL…
All characters have a charState enum variable with Idle, Moving and Custom states:
if (AC.KickStarter.player.charState == CharState.Idle)
{
//
}
Probably easier to use Mecanim animation if you want to alter the idle animation, as you can wire up …
Breaks the cutscene in what way? What if you start the game from this scene?
Can't reproduce from first attempt. Let's get some debug info - in KickStarter.cs, there's a function called ResetPlayer that's used to instantiate the player prefab int…
Thanks for the report - I will try to reproduce. And this only occurs when skipping?
What version of AC are you using? If not the latest, update to v1.55c - we'll need to know if this is occuring in the latest version.
Welcome to the community, @solidmax.
First of all, please back up your project and update to the latest version of AC v1.55c. Any issues reported must be confirmed to exist in the latest version before any fix can be made.
For the NPCs, we will n…
When left blank, AC will create a "generic" EventSystem with no idea of what settings you want set - it'll just be a standard EventSystem with the most basic of settings. When setting a prefab, you can tailor it to your own needs.
AC will create one if none exists, as its necessary for UI-driven AC Menus to work. This will be a standard EventSystem component, with no options changed from their default values.
If you want AC to spawn a custom EventSystem, create a new EventS…
I'm not familiar with TCG games either, I'm afraid - but adding features for other game types definitely goes beyond the scope of AC.
AC already has the ability to assign properties to inventory items, however. They can be read, and items assigned…
Can you confirm that multi-touch input is working on a non-AC driven UI canvas? At this point, it's not clear where the issue lies.
If need be, you could separate your UI from AC and simply call AC's script commands from it - but let's make sure m…
I shall see about adding a new Action, or extending the Save: Check Action, to allow for the checking of profiles.
In order to delete the autosave of an arbitrary profile, you would have to use some custom coding to first switch to that profile, de…
Welcome to the community, @Crispy.
AC is designed for traditional adventure games, i.e. games without any combat - so any such gameplay would have to be done separately and work alongside AC.
How difficuly that would be is difficult to judge - it …
No idea about TDC-style games, sorry. You could look into using Containers - they can be used to store inventory items in, and you can move them in and out of your own inventory.
The v1.56 update of AC will include events that trigger when an item…