It could well be to do with the fickleness of Unity's animation system - the video shows the problem which you already described well, but nothing of your implementation. If you want accurate transitions between idle animations, explicit transition…
Why was using the InputMousePositionDelegate a no-go? The included World Space Cursor Example is intended to show how the position hotspot-selecting cursor can be overriden with a scene object's world position.
If you intend to pursue the Player Vi…
Nice work, @jdag! As there are quite a few such text-drawing assets out there, the principles involved would be quite transferrable. This would be a great addition to the AC wiki, if you'd care to post it there.
The "Sprites Unity" animation engine option focuses on speed and convenience for the designer over lots of options. You might find that in the case of this character, "Sprites Unity Complex" is the better choice. That option al…
Seeing that you've posted a script before I was able to answer this, I'm not sure if this answer is relevant now, but you can use custom events to store the line text at the moment a speech line begins. A tutorial covering the OnStartSpeech event, …
A custom script could handle that - just look for a Unity mouse-up event, and provided that you're in normal gameplay, ie:
AC.KickStarter.stateHandler.gameState == AC.GameState.Normal
Then point and click to the mouse's location:
Vector3[] pointA…
In your scene's OnStart Cutscene, make a Variable: Pop Up switch Action. You'll then be able to re-wire the sequence to the correct Object: Teleport and Camera: Switch Actions accordingly.
I can't make any comment about what code you'd need to write so far as Curvy Spline is concerned, but if you want to inject your own functionality upon loading in AC (either before or after), you can use custom events.
There are two related events:…
A PlayerStart can be tied to a "previous scene" so that the player starts there if they came from a specific scene, but if the previous scene has two different ways into the same new scene you'll need to use variables to determine which on…
If you don't assign an "active" GameCamera for the MainCamera to attach itself to, AC should actually do very little with it beyond applying fade textures. However you could disable updates to the MainCamera with another Engine: Manage sy…
Attach it to a regular Camera, that has AC's "_Camera" script component. This will make the camera "visible" to AC's camera system, and can be used with Actions, scene settings etc just like any other GameCamera. You can read m…
It is indeed a difficult problem - and one that would cause a lot of trouble given AC's other text features like token replacement.
Though it might be a low-fi solution, you could get around it by inserting carriage-returns directly into the speech…
With so many potential parameters within a particle system that you may wish to save, a custom remember script would be the answer - see this tutorial.
Welcome to the forum, @Anaxtasia.
Indeed, blocking clicks to AC's movement system is going to be better than intercepting player movement. AC only allows for a single mouse click to affect one single system - so if you hooked up your UI to AC's Me…
For greater control over the way your Menus look, you can build them with Unity UI and have AC control them. A tutorial on linking Unity UI to AC's Menu system can be found here - and there's a link to a video example at the top.