Thank you. I'm assuming the input button you're speaking of is "EndCutscene", correct?
What are the properties of this Cutscene, and what version of AC are you using?
I've managed to recreate the exception error, and will look to fix it as part of the next release - thank you for bringing it to my attention.
Journal's are intended to always have at least one page. I will see if that can be ameneded, but an alte…
"Game Object Texture" is only useful when dealing with 3D characters (think Grim Fandango), so that option can be ignored. If you're not switching or animating the portrait, I think you should also be safe to ignore the Console message.
…
If the UI relies on other assets and systems outside of AC, I would recommend leaving AC out of it completely if you can, and enable it when needed through a custom Action.
If you want to disable AC completely, you'll want to use the KickStarter fu…
The inputs to skip cutscenes and skip speech are separate entities - they'll only cause a conflict if you map them to the same keyboard button or mouse click.
If you need them to both be mapped to the same input, you could try a sneaky simulation o…
On what platform are you working on, and what platform are you targetting in your Unity Build settings?
Be sure to use the very latest version, v1.53d - it looks like you are using an old version that may not be compatible with the version of Unity…
Try a backup with the latest AC - there's always fixes and improvements being made that may affect it.
There's not really enough here to go on so far as learning the source of
this goes. Is there a way for it to output more detail, specifically
…
Afraid not at the moment. There could be, but it would also have to account for special characters in the inventory's name, so that it doesn't cause problems with the file.
In your Settings Manager, you have an option named Force aspect ratio? in the "Camera settings" section. If you check it, you'll be able to set your desired aspect ratio as a decimal. If you then set your Game window to the same aspect r…
Just to clarify: 2147483647 is the Constant ID number of your btnPicking object, correct?
Did you move the position of the new button so that it sits next to the pre-existing ones? If not, it may be displaying underneath the "look" icon.…
Thank you @haridira - and welcome to the forum!
That would indeed be a nifty feature - though the Inspector of AudioClips are set by Unity so unfortunately that would have to be a new Unity feature rather than an AC one. There's also the added iss…
You're nearly there. Drag your InteractionUI prefab into the scene, enable it and expand the Grid child object. You'll see buttons for the default icons: btnUse (for Use), etc.
Duplicate one for each of your new icons, rename them, and change the…
The error relates to the portrait graphic - are you changing the player's graphic during the game? If so, give each graphic file a unique name, and place them in a folder named Resources (they can be in a subdirectory within that).
Can't recreate. What happens if you skip a short sentence, and are you making use of speech tags?
In Char.cs, there's a function named GetLipSyncFrame:
Replace:
if (isTalking && salsa2D != null)
{
return salsa2D.sayIndex;
}
return 0;
…
Would this be in 2D or 3D? You may have to look into playing with your NavMesh's accuracy if it's in 2D.
2D NavMeshes have a number of controls for optimising performance at the cost of accuracy, as well as a "Character evasion" feature …
Unfortunately, due to the way Unity's PolygonColliders2D works, having two separate NavMeshes active at once is not currently possible. It is, however, something I would like to see solved - so I shall see if there is a way to get around the limita…
If the buttons are in the 'disabled' state, that could be because there is a Cutscene still running that's blocking gameplay. At the bottom of the Settings Manager, check List active ActionLists in Game window? to see if that's true.
Also be sure …
We'll need to see more detail with regards to your components and Actions in order to know specifically what the problem is, but it's generally much easier to simply move the NPC out of camera view rather than remove him from the scene entirely. Ot…