Sure. Just understand that this is not a scripting forum. I can help you so far as how to use AC's code base goes, but you'll have to look elsewhere for general programming help.
You have to have a script that checks if the GameCamera in question…
As @SkyTree suggests, set it automatically - but on an empty GameObject. Note the number down, and then you'll know a number that isn't taken by anything. Then just delete the GameObject and re-use the number.
The first issue will be fixed in v1.…
You would have to use a Unity UI that isn't linked to AC, since AC's menu system will be inactive during a cutscene.
You want to call the ActionList Manager's EndCutsene() function. Through script, it would be:
AC.KickStarter.actionListManager.En…
I don't know when I wrote that, but when it comes to camera effects you'll generally want to have them on the MainCamera and change the values on them (or enable/disable them) as needed.
What is it you're trying to do, exactly? Tweak an effect fro…
The "Turn Off" option is there for conveience - it still requires that the recieving object has a function with the name "TurnOff" to call.
If your Exploder object has a script with a function to turn it off, you can call it dir…
Using root motion adds an extra layer of complexity because you're then relying on the animation to drive your motion, so you have:
AC movement code -> Mecanim parameters -> Mecanim animation
You may get improvements if you tweak the values …
You're correct - the offset overlay issue is a Unity Editor issue. It wasn't always there - seems to have come about due to changes in Unity itsef. However, as you've said, it doesn't occur in builds.
@SkyTree: An option to reset the scene will be included in v1.50.
@oxyscythe: If you want to save an object's presence in the world (or lack thereof), attach the RememberTransform component and check Save scene presence?
Open up your Cursor Manager, and find "Prefix cursor labels?" underneath "Hotspot settings". Uncheck it, run the game, then check it again. Does the issue resolve itself?
The speech volume is set automatically when a character speaks - characters don't use the Sound component, which is why there's no "Speech" option in the drop-down.
I will consider adding a "Relative volume" option in the charac…
Yes - but only with custom scripting.
You will have to access the RuntimeLanguages component's GetTranslation function:
string frenchSub = AC.KickStarter.runtimeLanguages.GetTranslation ("", 34, 1);
Where 34 is the Speech Manager line I…
The label of a Dialogue option is shown automatically if you hover over an icon-based Conversation. Is that not what you're looking for in your last line?
Oh wow, that takes me back. Poor Suzie!
Have you been over the Manual? It's free to download regardless of whethey you have AC or not, and should help with some of the terms.
Warnings or just messages? What are they, exactly?
If you needed to, you could always write a custom Action that changes the Menu's Appear type mid-game.