You can change the Input method to Mouse And Keyboard mid-game by using the Engine: Manage systems Action. Try creating two ActionList assets: one that switches it to Mouse And Keyboard, and another that switches it back to Keyboard Or Controller.
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Changing the PlayerStart when the scene begins will change the field, but only after the Player has entered the scene. As @SkyTree suggests, you should indeed teleport the Player instead.
However, I think there might be some confusion so far as On…
AC still requires that it's own "MainCamera" is the active camera. All other cameras (third-party or otherwise) are merely used as a reference - AC's MainCamera will copy the values of whichever camera you tell it to.
Therefore, make sur…
Unity 5.3 brought the option to make use of "IL2CPP" as the scripting backend for the Windows Store platform (it's in the Player Settings). Try making use of that - I'd be keen to know if that makes any difference.
You have a couple of options:* Stop the background ActionList whenever the player speaks, and re-start it again afterwards
* Duplicate your Subtitles menu and change the For speech of type setting to Blocking Only and Background Only respectively. …
Welcome to the community Andy.
I take it you're using AC for your Menu drawing? I'd actually recommend you go with Unity UI as your Menu's Source if you need your menu's size to scale dynamically, as it's much more robust. You can read a tutorial…
@ilmari: Sorry, you're going to have to run that one by me again. Could you provide screenshots to explain what you mean? The "Overlay current screen" option should have no effect if you also check "Just preload data".
Unity has trouble sometimes remembering copied data between scenes, so using an ActionList asset as an interim is indeed the way to go.
However, certain data may get lost along the way with regards to GameObject references - so in v1.50, clicking t…
Welcome to the community, @FractalCore.
You can read all about custom Actions, and the location of the ActionTemplate script, by following this tutorial.
To change the movement method to e.g. "Mouse and Keyboard", you'll want to place th…
You can access the Speech class of the most recently-played line with the following:
KickStarter.dialog.GetLatestSpeech ();
This page covers the public functions available in the Speech class. You should be able to get the audio clip by referenci…
If your camera's Spin/Pitch axes are not Locked, then you'll be able to define an input axis for each that changes the angle. By default this is mapped to Horizontal / Vertical, but you could replace this with your own inputs that are mapped to mou…
You're using Mecanim animation? If you define a "Turn float" parameter in your Character's Inspector, then create a parameter by that same name in your Mecanim FSM, then it'll set itself to a non-zero value when the character turns.
Maki…
From what I was asking you before, I thought you were after 2.5%.
If you're working with a 3D character, you just want to change the transform scale:
player.lockScale = true;
player.transform.localScale = new Vector3 (2.5f, 2.5f, 2.5f);
I still can't see that being widely used, and also quite fiddly - e.g. would you have to wait for the line to finish once before being able to repeat it, or would spamming the mouse button cause the audio to repeat many times also?
I think you'll b…