If you aren't using the latest AC, please upgrade. The error messages don't mean anything unless I know what version you're using. If you're using the latest AC with Unity 5, then the Console will tell you which animation it's trying to play yet c…
It would screw up every such Action that already exists in all games, so that's not possible.
Your talk of panning suggested that you were only looking for a simple left/right movement, nothing more, hence my suggestion. If you want something more…
I'll consider making an official change, but you can hack this by opening up PlayerInput.cs and finding the DetectConversationNumerics () function. Currently, it's set to detect numeric keypresses, but you could easily change it to instead detect i…
This is not a bug. AC-sourced Subtitle labels are fluid, in that their height changes dynamically with the text inside it - so it'll only be as high as it needs to be.
If you want full control over how your UI looks, consider switching to Unity UI…
Unless you've added a Constand ID component to the active GameCamera, this is not a bug.
You should be getting a warning in the Console when you save the game while the active camera has no Constant ID component.
In order for a scene object to be …
3) Fallback solution for talking
Thinking about it, the best solution right now would probably be to have an Action that dynamically changes the lip-syncing method back and forth between Rogo LipSync and From Speech Text. All you have to do is man…
Seems I forgot about AC's own features!
The RuntimeVariables script keeps a log of all speech lines for you - you can access it with:
AC.KickStarter.runtimeVariables.GetSpeechLog ();
1) AC-based Menus will be controllable with a keyboard or controller if they pause the game when enabled. Alternatively, you can use Unity UI for your Menus, and make use of Unity's EventSystem GameObject to manage how Menus are navigated.
2) Plea…
Just create two cameras at the start and end positions. Then use Camera: Switch with no transition to the first camera, then another Camera: Switch to the second over a timed period.
"On Interaction" means it'll appear when a Hotspot is selected - is that what you want? If you want it to respond to a UI button-press, it should instead be "Manual", and be turned on by a Menu: Change state Action that's trigge…
1) Character: Face direction action
After considering, I think this will create more problems because of what constitutes a perfect "down", "left" etc head-turn will vary from character to character (taking varying heights and s…
You can't natively set the system cursor's position within Unity. A third-party asset exists for just this purpose, however. Whether you use it, or write your own custom DLL / script to set the hardware cursor position, you can then make use of a …
That it freezes if you remove the fixed duration sounds like a Unity bug so far as I can tell. If the conditions are being met but it doesn't behave as it should, that's all I can deduce. AC won't do anything beyond manipulating your parameters un…
Would parameters not be capable of this? You should be able to create an ActionList that connects several Variable: Check Actions followed by a Dialogue: Toggle option Action if all return True. You could then parameterise the variables, conversat…