The dialogue system creates a SpeechLog class of every line as it's played. As it's use will vary wildly from game to game, it requires a custom script to access it. The script below (name it ShowLastLine.cs) will check for the last-processed spee…
a) You can disable player movement by using the Player: Constrain Action, or disable the movement and interaction systems completely by using the Engine: Manage systems Action.
Being able to choose the first-selected Element is a Menu property only…
The 2DDemo folder can be removed entirely. The Demo folder can be removed so long as you are using your own Menu system and graphics. If in doubt, just remove all subfolders except InvActionLists, Managers, MenuActionLists and UI.
@Quolet: If you have Offset original order? checked in your Follow Sorting Map component, then the order number set by the Sorting Map will be added onto the player sprite's original order.
This is useful if you want e.g. a shadow sprite to also ch…
I can't tell if that's a problem with AC or Unity. Screenshots to help explain? I wouldn't have thought non-fixed duration would stop the transition from occuring.
It sounds like the Pause menu is still turned on, and hasn't had enough time to turn off. Try inserting a brief Engine: Wait before resetting the scene, and making sure you aren't fading the Menu out, i.e. turn it off instantly.
All perfectly understandable, thanks.
1) Character: Face direction action
Possibly. Will consider.
2) ActionList Editor
I don't believe so, and this'll be down to what Unity provides in the way of Editor controls. I agree that it would be a usef…
If you want the cursor to only show when paused, then make the inventory menu pause the game when it opens. Check Pause game when enabled? in the Inventory Menu's properties.
That's the intended behaviour - weapons will still be visible, but will be disabled from firing.
If you want weapons to be hidden when this option is enabled, you can create a duplicate of the script, modify it as need be, and use that instead. Wi…
And have you added the scene named "Comtrol" to the build settings? Perhaps it's a typo and should be "Control". The error messages are there to guide you.
You can stop any sound by using the Sound: Play Action and setting the…
As the Action suggests, you have to enter the name of the Menu you wish to lock. Enter "Inventory", which is what you've named the Menu you want to lock - not the name of your Inventory manager.
I don't have any experience with Apple TV myself, so I can't give any advice regarding it. However, it is possible to override AC's input functions using delegates. This tutorial covers the workflow.
1) You have to specify which of the two shift keys. "left shift" and "right shift" are treated separately.
2) Are you using Unity 5.3? There is a bug with it that is causing errors when changing the player prefab. A workaroun…
1) The mouse state/position is stored within PlayerInput, so moving calls to UpdateInput() in a simlar way could well narrow the delay further. Can't see why the lag would be greater than one frame though, unless there's a delay with Unity UI updat…
Sounds should already be stopped whenever a Cutscene ends, and they won't affect how quickly a scene changes.
If you want scene changing to be faster, consider preloading them. Enable it in the Settings Manager, and then use "Engine: Change sc…
It's not possible to limit text gatherings to just one scene, as there's a lot going on behind the scenes beyond that.
Back to the problem: what platform, AC version and Unity version are you working on? On what basis are you supposing that it is s…
Locking the Menu is indeed what you want to do. Simply turning it off will only have an effect if it's Appear type is Manual.
Make sure the name is correctly spelt, and that you only have one Menu by this name listed in your Menu Manager.