Manipulate in what way? Use the Draggable prefab listed in the Scene Manager - it already has both the required Sound and AudioSource components attached.
An "All except specific characters" would be a good addition, I agree.
The character names you enter into the Menu are their display names, not their GameObject names. If you've written a separate display name into the NPC Inspector, you…
I see why you asked the first question now - the text tutorial's out-of-date, and I'll need to update it.
You can see a much more detailed tutorial on creating close-ups at this point in the 3D game tutorial. Basically you can either use parameter…
Open up Speech.cs, and find the function named GetPortraitSprite.
Just before the line:
return portraitIcon.GetAnimatedSprite (true);
Insert the line:
portraitIcon.GetAnimatedRect ();
Inside Speech.cs, there's a function named "MenuCanShow".
Inside that function, replace the line:
(menu.speechMenuType == SpeechMenuType.SpecificCharactersOnly &&
with:
(menu.speechMenuType == SpeechMenuType.SpecificCharactersO…
Forgive my ignorance, but what exactly is the "Async pattern"?
Be aware that AC has a Pathfind update time in the Settings Manager - this allows for repeated calls to update a dynamic path while a character is moving along it.
You don't need to enter the ID number by hand - just drag the Camera GameObject into the Action's New camera field, and it should generate an ID number automatically.
The mask uses a sprite, and the default Sprite shader. You would need to find a new shader that allows the casting of shadows from 3D models onto sprites - but this is an issue on the Unity side of things, rather than Adventure Creator.
That could cause all kinds of problems, I fear. The best way to do this would be to add "dummy" items (as mentioned in the linked thread) before adding the true item if they don't yet have the ones that should be there in-between. You wo…
The problem is that it requires amending the Enums.cs script, which needs to be re-imported when you update - and will then potentially break your Actions. Safer to stick with the provided ones.
In 2D? Use a Game Camera 2D prefab, and uncheck Lock? in the Horizontal movement panel.
In 3D? Use a GameCamera prefab, and uncheck Lock? in either the X-axis movement or Z-axis movement, depending on the orientation of your scene.
Both these ca…
Only through code. You can access a MenuElement's class with:
AC.PlayerMenus.GetElementWithName ("MyMenu", "MyElement");
The MenuElement class, from which all elements derive, has a font variable that you can change.
Welcome to the forum, @Adventure4Life.
Have a look at the 2.5D tutorial - both of these issue are covered as part of it. 1) involves importing a custom shader that handles this (this is a Unity issue, not one specific to AC), while 2) yes, you hav…
Write two functions in your custom script that enables and disables it respectively, then call them using either the Object: Call event Action or Object: Send message Action.