Sorry to hear your trouble. It's difficult to advise without seeing what you've got set-up exactly, so if you can provide some screenshots then it'll be more possible to find the source of your problem.
Make sure that your Interaction method (in y…
If you uncheck Speech audio can be translated? in the Speech Manager, then only text will be translated - your voice files will remain in the original language.
Yes, it is. You can alternatively set game to rely on your Player's actual name rather than "Player" in the Speech Manager so that the demo's voice files don't get read.
Check that the Menu has a "First selected element" defined in it's properties. This should already be the case of default UIs, though. This should be the name of the element as listed in the Menu Manager - not the Gameobject.
The following function will end a Converation:
AC.KickStarter.playerInput.activeConversation = null;
You can write a custom script that calls this function when the RMB is pressed. You will also need to check that the gameState is correct. Somet…
The RectTransform should be a child of the Canvas, but one that is a parent of the Label (or the Label itself). The Canvas's RectTransform cannot be positioned - AC needs one that can be.
Salsa 3D will work with AC characters that play audio through Dialogue: Play speech. The Action is not just for text - see the Manual's Section 10.1, as well as this tutorial.
In both cases, the issue is that the Root motion-based character is not moving forward as they should be. When root motion is enabled, AC holds off on any movement-handling itself, because that's assumed to be baked in to the animation. As the mov…
You haven't said if that solves the problem though - does it?
What a character interacted with previously has no bearing on the next interaction - so your issue would be the same if they triggered the same e.g. "Use" Interaction twice in …
Sorry, I was looking at the updating Manual for the upcoming v1.51 release. Section 10.5 is what you want. AC's Salsa integration is for 2D only, as 3D should work just fine by itself.
I would need to see the full error message to give a proper answer, but if InspectRotate is in an Actions folder then take it out - AC will expect it to be an Action.
To re-enable a particular Hotspot, record which one as part of your Custom: Inspe…
You could do it with just one: to record how many the player has pressed already (an Integer)
If you're clicking e.g. Red, check that this integer = 0,3 or 5. If it is, the player pressed it at the right time, so incease the integer by one. If no…
As I explained before, the code needs to be placed in a class block. This is not a forum for learning to code - Unity has plenty of tutorials for this.
adventurecreator.org/files/NewCursor.cs
Separating speech and emotion animations to different layers is a viable option - you can set them to Additive, so that their effects are combined rather than having one overriding the other.
AC is well equipped to control expressions using Blendsh…
It most likely depends on your movement settings. Please post images of your Player's inspector, and the Movement settings in your Settings Manager.
The character floating is a Unity issue with root motion - not AC. You have to bake the character…