As your Action references the Sadness animation by name, you don't need a transition to it in your Animator. Remove the arrow going towards your Sadness animation.
Also, this animation is on a sub-layer (index 1). You'll need to set your Action's…
The "Reset expression" option is unrelated to lipsyncing - the lipsync should revert to the first frame once speech ends.
Could it be that this is the case, and the "A" mouth shape is being shown? The first-defined frame in you…
Having 9 options instead of 3 would still involve the same technique - but let's stick with your first post's example of 3 for the moment and build it up from there.
View your Conversation's Inspector and note the ID numbers of your Truth, Lie, and…
Welcome to the community, @SylvanKeep.
The Actions that hide/show the sprites all run instantly, so there shouldn't be any visible delay in the list itself.
How are you running these Actions? Through the "OnStart" cutscene assigned in t…
I feel this might be a quirk of Unity's ImGUI system that powers the "Adventure Creator" Menu source option.
If you switch the Menu over to use Unity UI, you should be able to avoid this. Rather than using a dedicated texture for the bar…
Something more along these lines:
using UnityEngine;using UnityEditor;using System.Collections;using System.Collections.Generic;using AC;public class ImportSpeechEditor : EditorWindow{ private Cutscene cutsceneToOverwrite; [MenuItem ("Ad…
Which version were you updating from, and in which version of Unity?
It wasn't in v1.82.4, but a recent release included a bugfix to the Events Editor that unfortunately may require your Events to be rebuilt.
Open up the Events Editor from the top…
How are you enabling the GK Conversation menu in these? Through the use of the "Auto Conversation" slot, or manually through the "Engine: Call event" Action?
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When using Custom Script mode, the option will not have an effect unless your script explicitly allows for it.
Rather than having the Unity UI Cursor control this parameter, clear its Cursor ID int field and attach this script to your curso…
Recreated. This issue will occur if variables of either type are present when saving on a separate thread.
The "Find references" option in their cog menus can be used to check if they have no external references and are save to temporari…
Welcome to the commuity, @Wesk89.
Mapping to "Fixed Slot Index" refers to the options that remain visible, so which option each element gets mapped to will vary as you modify which options are visible.
For example, setting "Slot ind…
The important aspect is unchanged from last time. You need to register the menu before turning it on, and unregister it only once it's fully turned off.
I can't say without looking into it further that it wouldn't have unwanted implications elsewhere.
I can certainly give it some thought, but it's always best to work with a practical example.
Would it be possible to PM me a scene that shows the is…
It's likely an interaction setting.
What's your Interaction method? If not set to Context Sensitive, check Single 'Use' interaction? in the Hotspot to emulate it for that Hotspot.
Not sure, when it comes to the Lit shader. Did you try underscores in front? Could be _BaseMap.
A standard Unlit shader, which IIRC does use _MainTex, should be cross-compatible. Give it a try to see if that's being written to.
Yes, something like this as a replacement for the StatCalculator script's Stat class should do it:
[Serializable]private class Stat{ [SerializeField] private string property; [SerializeField] private string baseVariable; [SerializeField] p…