If you have any Menu that uses Unity UI, AC will generate a "generic" EventSystem GameObject to handle clicks / presses. This is just the Unity standard EventSystem, that uses "Submit" as the button to press.
You can either cre…
The tag and layer are irrelevant, so long as the tag isn't Player. You've set up the NPC component values to the same as they were in the Player component, and are moving the character using Actions?
If so, PM me the prefab.
Exactly my kind of horror! Nice to see the physics system getting some use, and I liked how both the words "Silent" and "Hill" were at the top of the newspaper ;)
PM me if you'd like it added to the games showcase.
My own testing finds that changing this generally makes the effect worse. If you find results that work well for you, please post them here along with the kind of sortingmap scale / reduction factor values you're using, and I'll revisit this.
AC can export / import CSV files only. Normally these are used to edit translations, but if you check Prevent original language from being used? within the Speech Manager, then you can create a Translation that acts as your game's "true" …
It's hard to give much advice without seeing what's happening, exactly. The Paths is added automatically by way of convenience, you can ignore that.
The only change made to the core system due to Unity 5 was that Hotspot colliders need to be place…
There should be an "Interaction" field in your Conversation Inspector (in between Label and Icon texture). It's not showing, and I don't know why, but this is very likely related.
Try changing the Interaction source in the panel above to…
Try changing your Size type to Automatic, but it's possible that to get the correct behaviour you'll need to switch to a Unity UI-based Menu instead. Unity UI will certainly be able to resize itself the way you want, and is easily compatible with A…
Strange, and sorry you're having trouble.
Try re-downloading and re-importing AC from the Asset Store. You were right to check for the presence of the References file, but it'd be worth trying that anyway.
Do you have any other assets / packages …
That's a restriction by design - you can use the ActionList: Check parameter Action in the ActionList you call to determine what to do with it.
I shall look to add parameters to the Engine: Change scene Action, however.
Thank you, @Snebjorn, you'd be right. Thing is, the code you posted is
exactly the same as AC uses (including the editor check) - does that
work for you?
See if you can find a file called "output_log.txt" in your built game's data fold…
Menus made with AC's internal UI system can't change size per-slot, but if you switch to Unity UI this should be quite manageable. Unity UI canvases can easily be used in your Menu Manager - see this tutorial.
Hi @the_dhel, welcome to the forum.
You can create scroll buttons by creating two Button elements with their Click type set to Offset Element slot. Then fill in the boxes beneath to get them to shift the dialogue list left and right (or up/down). …
As @klarax has pointed out, there's no Player script to be found on the prefab. Add one on the base object, and remove the Sprite Renderer from it. The Sprite Renderer should be placed on a child object (and that object should be marked as the &qu…
The script command used by AC is just the standard "Application.Quit ();" function - if there's a problem when calling this function, I'm inclined to believe this is an issue with Unity, rather than AC.
I meant the Conversation object itself - post a screenshot of the Conversation's Inspector window (before and after the save) with the offending option selected.