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ChrisIceBox

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ChrisIceBox
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  • Start and Awake functions have no effect, because Actions are derived from ScriptableObject, not MonoBehaviour. Placing in Run will be OK, but there is a dedicated AssignValues function that is called before this.  Just place your assign code in a …
  • Can you provide steps to recreate that problem?
  • Have you thought about having a Cutscene with an Engine: Wait Action of X seconds, which then runs a new "Game Over" Cutscene afterwards? If you set the first Cutscene to Run In Background, it won't interrupt gameplay, and you can use the…
  • You can do this by creating two speech Menus that each have the portrait graphic on different sides, and then lock/unlock them using the Menu: Change state Action before you play some dialogue.
  • Little confused here.  You might need to post some screens to show what you mean.  Are you talking about having a separate, second Interaction menu that you sometimes want to use in place of the default? If you're using Choose Hotspot Then Interact…
  • Check your Console to see if it's trying to play animations that it cannot find.  If you're using the standard Sprites Unity animation engine, you'll need to supply 4 or 8 directions for idle and walk animations - so even if you're only working with…
  • That could well be a bug.  I'll look into it to find out.
  • The Create script sheet option is there for you to give to voice actors if needed. All data related to voice files is kept in the Speech Manager, so that's probably what you're seeing.
  • Changing AC's code is unnecessary.  The principles in the resolution tutorial can be used to add a gamma option - it just takes a Slider with a Float variable instead.  You can set an ActionList to run when a Slider element's value is changed - and …
  • AC's well-equipped to emulate Grim Fandango's way of playing.  You'll want your Hotspots to be detected by your player's presence, rather then the mouse cursor.  This'll involve making to your Player prefab, as covered in the tutorial here. To trig…
  • You don't need to worry about the X axis - the Sorting Map will affect your Player sprite's sorting order as they move vertically through the scene.  Unless I'm missing something, you shouldn't need it to change as you move horizontally.
  • If there's a problem with running AC with Cinema Director, I'd rather know about it than try to work around it.  AC already has an Action for running Cinema Director Cutscenes - did that not work for you? If you want to remove AC from a scene in is…
  • I didn't notice this before, but you have your Hotspot as a direct child of the NPC's base. Move the Hotspot either onto the Sprite child, or make it a child of the Sprite child.  The purpose of the sprite child is to ensure that it will always be …
  • Are you using v1.50 or newer?  Improvements were made to the super-accurate mode.  You should have a read of Section 3.11 of the Manual, too, as it gives some tips on how to use it in conjunction with root motion.
  • Without seeing what you've tried, I can't tell.  Post some screenshots of the problem.
  • There must have been some change to your game between when it was working and when it stopped working.  What version of AC are you using? If you're using a InventoryBox element inside an Interaction Menu, I'm assuming your Interaction method is Cho…
  • Playing voice files with speech lines is done through the Speech Manager.  By doing it this way, you can also play different files for each translation, make use of lip-syncing, and more.  See the tutorial here.
  • Try "Ignore Raycast". If still no luck, try disabling other objects in your scene to see what else it is that's getting in the way.
  • I was asking to see the script file itself - not the error messages.  The code I wrote for you goes inside the class.   As I explained in my previous post, you have to replace the Start and Update functions within a new script file with the code - n…
  • SortingMaps are made up of sorting areas - in your screenshot, you have two.  But you can make as many areas as you like - one for each tree.  You should only need one SortingMap for your scene.
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