You could record the current scene index as an Integer variable, and then use it to override the Scene: Switch Action as a parameter, but I wonder if this could also be done with Player-switching.
Essentially: create a Player named e.g Player_B, an…
As-is, you'd want to split up your Run function so that it separates the turn on/off/end operations into separate blocks, e.g.:
if (!isRunning){ // Turn menus on}else if (shouldTurnOff){ // Turn menus off}else if (areMenusOff){ isRunning =…
Is that to say it works correctly when no tags are used in the speech text?
If so, what is some example text inside the speech Action that causes an issue?
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Beside the use of frame 0 as a closed mouth shape, the default set is really more of a convenience to help you make use of it more quickly. You're free to make any changes to non-zero frames as necessary.
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Adding more frames can cer…
Can you share images of your Inventory menu, and the top of your Menu Manager?
It sounds like the menu is under direct-control. If the menu pauses the game, this will be the case if Directly-navigate Menus when paused? is checked. Otherwise, the …
If the item you place down is unique (i.e. one instance per scene), then you can attach a Marker as a child to that item's prefab, as well as a Constant ID component with Retain in prefab? checked. That will assign it an ID value that's consistent …
Let's stick with the updated package, if that's the one working best.
I've updated it once more to automatically recalculate stats if any of the "offset" variables are affected, so you shouldn't have to re-open the menu to see their effec…
Is that a behaviour onle seen with Splines?
Try lowering the Settings Manager's Destination accuracy slider - this value determines how close is "close enough".
What's the context? Is this for a 2D/3D game, and is it only during a specific moment?
In 2D, you can use the Character: Change rendering Action to temporarily force the character to face a given direction.
In script, SetMoveDirectionAsBackward w…
I would need to be able to recreate the original issue on my end - clicking options while lines play - but i have not yet been able to do so.
I have updated the package's script file with a fix for the pause/unpause issue.
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It's possible - through script - to have e.g. the "Lie off" option turn on automatically if all of the "Lie" options are off.
With the number of options you have, though, it'd still be a big task to configure such a comp…
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That'll be down to your Animator, and/or the prefab's Hierarchy. AC is only controlling the parameter values, and the cursor's position. Anything else is controlled by the Animator.
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Set your Animator's "Update mode" to &…
Welcome to the community, @LacusMortis.
Indeed - URP has it's own light settings that would need to be adjusted to look correct after switching pipeline.
However, a separate URP version of the tutorial assets is available to download - no need to …
Are you using speech-scrolling, and have you tried the very last scripted posted in that link?
Check your Console for errors - is anything related to the script / Text Animator being displayed?
Yes - if you define multiple Player prefabs in the Settings Manager, you can use the Player: Switch Action to switch character. AC will handle any necessary scene-changes automatically.
AC will also keep track of each Player's scene and position f…
I'm going by the steps you shared for recreating an issue with the unmodified Equipment packager here:
* The "Offsetter" variable is the one intended for consumables
* The "Base" variable refers to the stat's total value - i.e. …
Thanks for the details.
It sounds like you've set everything up correctly, but I can't reproduce this issue.
Would you be able to make a .unitypackage of your game's subfolder and PM it to me? I'll take a look at it on my end.
Locate your Settings Manager's asset file (via the Project window, not the AC Game Editor), and view its Inspsector.
Look for the "Events" foldout near the top. Expand it, and set its amount to "0" if it's not already.