Yes - but due to the unlimited number of such settings you could implement, this is done via Global Variables and a little custom scripting. This tutorial covers one of the most common settings - a resolution option.
The global music volume, or a specific track? You can do both with custom scripting:
Global (options data):
AC.KickStarter.options.SetVolume (VolumeType.Music, 0.5f); // 0.5f = mid-volume
Sound / Music component:
mySoundComponent.SetVolume (0.5f);
In what animation engine? Depending on, you may be able to do this with the Character: Animate Action, setting the Method to Set Standard. If your animation engine allows for it, you'll be able to change the walk/run sound there.
I'll consider making this an editable Inspector field, but you can change the colour via line 801 in the NavigationEngine_PolygonCollider.cs script. Replace "Color.white" with the Unity color type of your choice.
This is indeed more of a Unity question, though I should think there are some on this forum with some good tips. My own experience is that the "Pixels per unit" setting is the best way to go about it, not least because you can make change…
Welcome to the community, Mark.
The Player's collider has no effect on the NavMesh - only when interacting with NPCs or other colliders if your game is controlled with direct movement rather than point-and-click.
When building your NavMesh, you'll…
1) Does the animation affect the opacity of the colour, or something else? It could be conflicting with AC - you should find that if you revert back to AC's default Conversation Menu / UI prefab, the colour is succesfully changed.
2) You can do th…
As a fan of GF back in the day as well, AC also has some more specific features tailored towards recreating that game's gameplay: chiefly direct-control movement, the ability to cycle through Hotspots available near the Player, Hotspot head-turning,…
Just so I understand you correctly, the problem is that if the Player moves while the NPC is also moving, the NPC ignores the new position and instead goes to their original target, correct?
You could get around this by having a looping ActionList/…
The Cinema Director integration is handled via the ThirdParty: Cinema Director Action. The AC Camera is disabled manually by calling KickStarter.mainCamera.Disable () in the action's Run() function.
Though I haven't used Panoply myself, I expect t…
Welcome to the forum, @Bladderbloat.
You can use the Variable: Run sequence Action for exactly this scenario. You set as many outputs as you need, and a different one is run in turn each time it's run.
While Menus that rely on AC will automatically re-scale to suit the forced resolution, Unity UI ones are assumed to be in control of the user, and so require a custom script to make them fit.
However, such a script has been made available here - th…
I've encountered it in a separate project of mine. It appears to be a Unity bug related to instantiating Animator components at runtime, though it doesn't seem to have any consequence.
Which pathfinding engine are you using, as set at the top of the Scene Manager? It could be a simple code tweak to change the colour, but it'll depend on which navmesh algorithm you're making use of.
Welcome to the community, @nurbed.
How you go about this will depent on your coding knowledge and the number of images you'd want to show. If you're just using a few, you could have them all in a Menu or Unity UI prefab and show/hide them as neces…
I'm not sure what you mean - is this "Pause" button separate to the "Pause" menu? Please illustrate your issue with screenshots.
If the Appear type is On Input Key, then it will respond to the input named in the Menu's Toggle k…
The clips in the video are too brief to properly see how it plays, but I would imagine you use very thin 2D NavMeshes so that there's no space to move up and down, and animate your characters with Sprites Unity Complex mode to have complete control …
And what is the When running property of the sample ActionList in the third image?
As the Menu's Appear type is During Gameplay, it wil disappear whenever a gameplay-blocking ActionList is run. You could ensure that all your ActionLists are set to…