See my reply to this post. You can use custom events to run code when a Menu is turned on, among other things - you can therefore run this code to amend the Menu to suit.
If you're using the latest version of AC, you can use custom events to run code whenever a Menu is open. The OnMenuTurnOn event is what you want:
private void OnEnable ()
{
EventManager.OnMenuTurnOn += OnMenuTurnOn;
}
private void OnDisable …
The wording may have been changed since then - you want to set the Inventory interactions field to Single, and then Drag and drop inventory interface? will show. Check that and you will be able to also see Can drop an Item onto itself to Examine it…
The easiest way to do this will be to create a second set of these Menus with the different font, and swap them in and out as needed by locking them and unlocking the original set.
It will require a little bit of coding, but not much. Assuming you…
It is possible, but not with the 2.5D camera. The 2.5D camera is a "special case" camera type that uses the fact that it's static to make the addition of backgrounds easier - i.e. linking a graphic to the camera directly and having it dis…
Unchecking Load when click will be the way to go, because otherwise the load will be instantaneous. Though the Save: Save or load Action limits you to load by a slot index, you can set that slot index dynamically using parameters.
Create an Intege…
Let's try to pin down the exact source of this.
AC lets you write translations for lines directly into the Speech Manager - so try manually entering in some of the special characters into it, then exporting, then re-importing it back into AC withou…
The shader was used by the 2.5D tutorial, which uses the BackgroundImage prefab to display background images, as opposed to using sprites within the scene. If you place a background sprite in the tutorial scene, you'll find the same thing happen.
…
What do you mean by "its clipping my scene"? The background artwork? You could try moving it back and scaling it up so that it doesn't clip the NavMesh.
AC is built purely with single-player games in mind. Of course, the source code is provided with AC, but it really wouldn't be feasible to use these two assets together. I would recommend using another asset for your needs, if multiplayer is invol…
I can't advise on how to re-install Unity, as that's down to Unity - but you can re-install AC from the Asset Store window once you have Unity installed. From there, you can re-import the latest version of AC into your project.
It sounds like this could be more of an issue with Excel rather than AC - the file is indeed a CSV, so it may be that Excel is reading it incorrectly, and therefore making unnecessary changes to its format upon saving.
Even if it's just to test, tr…
I don't know the specifics of your case, but an ActionList can't survive a scene change - so it may be that the parameters are being reset.
You can use Global Variables to keep track of things between scenes - you could, for example, create an Inte…
You should be able to do this by passing null to CharacterIsSpeaking, i.e.:
if (AC.KickStarter.dialog.CharacterIsSpeaking (null))
{
// Narrator is speaking
}
AC won't control the 3D scale of a character, as it causes many problems - including movement speed becoming incorrect, animation scales getting wrong, and even more when root motion is a factor.
You could feasibly do this by writing a custom scrip…
GetTargetRotation will return the character's intended rotation as a Quaternion (see the scripting guide entry). Whether or not that's what you want to use will depend on your own needs, but that coupled with the character's actual rotation should …