Please read the forum rules - much more detail is needed about both of these issues (which should also be posted in separate threads). I apologise for the trouble, but I will need to see more information in order to solve them, in particular the an…
Killing the ActionList will not end the result of Actions that have already been triggered, so if you want to end the dialogue, you must also use the Dialogue: Stop speech Action.
It's difficult to see from the video exactly why that's happening, but parameter values are assigned at the time the ActionList is run from the beginning. However, only the reference to the Marker is stored - so the actual Marker's position will be…
Could you post a screenshot of the various Remember components you have on it? Try temporarily removing the RememberTransform component from it - does it then work?
Phonemes are driven with integers because they will never be non-whole numbers. If you want to convert it to a float, you could create both types in your Animator controller, and then write a custom script that simply reads the value of the integer…
In that case, you can create a Label element in your Menu Manager and either use the UI to create an AC-drawn Menu, or link it to your Unity UI prefab. Tutorials on linking AC's Menu system to Unity UI can be found here and here. Once an AC Label …
AC does come with a UFPS integration script, which does provide a basic interfact between the two assets. There is no such "out of the box" solution for TPC.
However, even in the case of UFPS, the included script is intended as a sample …
In which version of Unity? As the Player is marked as "DontDestroyOnLoad", Unity will place the object in a separate scene of its own - and any child objects should also survive, regardless of their Remember components.
Is there a local …
If you don't want AC to see it, you would have to write a custom script that gets the active language and changes the text as appropriate.
The current language, as an index (0=original, 1=first language, etc), can be found with:
AC.Options.GetLang…
I will need more detail in order to do so. In what version of Unity are you working, and with what platform / OS?
Does it work if you go through the "Create" menu at the top of the Project window? Do any messages appear in the Console?
…
I'm not aware of a "Particle" class in Unity - the ParticleSwitch script affects the ParticleSystem component.
In the SaveData function, set "isOn" to match the value of the ParticleSystem's isAlive property. Then in LoadData, …
Though it won't be appropriate for every situation, an Action's Run() function can be used like a co-routine of sorts in that returning a positive float value will cause the function to be re-run that value in seconds later. Returning Time.deltaTim…
v1.54a fixes a critical issue involving exported game text that take up multiple lines. It's strongly recommended you update if this affects you:
Version 1.54a* Added: Ability to define the highlighted colour of already-chosen Conversation options…
In what version of AC? It should be an issue with the internal handling of speech, rather than their display through Menus. Check that the ActionList that runs the background lines is set to Run In Background - not just the speech Actions themselv…
Which tutorial, and which animation engine are you using? Please post images of your Player inspector too, and ensure that Turn before walking? is checked.
The active camera is stored as an integer variable inside the PlayerData class, inside MainData.cs.
If you're looking for a way to inject code upon saving, see the related events in the EventManager class. A tutorial on custom events can be found h…
You may have to switch your "Movement method" to "None" and code your intended behaviour in a separate script in that case. You can use the included PlayerMovement.cs script as a basis for it, but bear in mind that AC by itself …
Try copying the character's rotation before the change from 1 to 0, and re-applying it back onto the character afterwards. You may need to call the SetRotation function as well.