If you open up the Save File Manager, via the top of the Settings Manager, do the labels appear correctly there?
What are your AC/Unity versions, and can you share screenshots of the Action(s) involved? I will attempt a recreation.
The use of transparency sort axis, and the Sorting Map, are two methods of achieving the same result. If you're using both, it may be that they're conflicting with one another.
When using the Sorting Map, the sorting layer above the object will ne…
Welcome to the community, @darkgod90.
What is your Unity version? It was my understanding that Unity only supported positive Blendshape values.
If that's changed recently, and negative values are now supported, then I can certainly incorporate th…
Is the TMPro text component linked to AC? If you're using the script in the other thread, it shouldn't be so that the script has complete control over it. In this case, however, the typewriter effect option will have no effect.
You could incorpor…
Welcome to the community, @cignusgames.
Having touch input be properly recognised is a case of setting your Settings Manager's Input method to Touch Screen. This being a global setting, you would either need to alter this when porting to different…
VariablesManager refers to the original set of variables defined in Edit mode. At runtime, copies of them are made that can then be modified in-game without affecting the originals. These are accessed through GlobalVariables.
Are any other assets present that may force the display of the cursor? When using Unity UI, AC will disable it (using Cursor.visible), but it's still possible for a separate asset/script to undo this.
You could do it with a script attached to the spawned prefab:
using UnityEngine;using AC;public class SetSceneIndex : MonoBehaviour{ public string variableName; void Start () { GlobalVariables.GetVariable (variableName).IntegerValue…
This does it:
public Char character;public Marker moveMarker;public Marker faceMarker;public bool doMove;void Update (){ if (!doMove) return; if (Vector3.Distance (moveMarker.transform.position, character.transform.position) < 0.01f) { …
I have updated the package with a fix for the click issue. I cannot recreate the toggle issue, however.
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Conversely, placing your GameEngine into the example scene stops it from working?
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I may have recreated this, I will look into it further.
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The script line references the "PlayerSubs" label element in the GK_Conversation menu. Does this still exist, or was it renamed/removed?
Add a RectTransform as a child of your Canvas, set to always span the screen, and then add your top/bottom borders as children.
Assign this as your RectTransform boundary, and then attach the Auto-correct UI dimensions component to the root to upda…
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Try implementing a custom override for InputGetFreeAimDelegate with something like the following:
if (_cursorIsLocked){ return new Vector2 (InputGetAxis ("CursorHorizontal") * scaleFactor, InputGetAxis ("CursorVertical&quo…