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ChrisIceBox

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ChrisIceBox
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  • You can use the Engine: Manage systems Action to temporarily disable the Movement and Interaction systems during this time.
  • Background speech can be treated as "bark" text with the next update - since this will allow you to separate background / normal speech into different Menus.  And, as is already possible, you can link a Menu to a Unity UI canvas - allowing…
  • I've corrected the tutorial - AC should be imported first. The original instructions were fine, in that you're OK to import AC second so long as you don't import the Inputs and Layers - but I've re-written them to make things easier: import AC, imp…
  • You can put it anywhere - that code will check for whether or not any Hotspot is being hovered over, not a specific Hotspot.  Better to put it on the sprite itself, then you can reference it's animation / animator component directly.
  • You're correct - it's just a neatness thing.  You can even do away with the folders completely by clicking "Without folders" at the top of the Scene Manager when creating a new scene.
  • For my money 10 was always a large enough effect - that's why it was capped there.  Having a slider gives it a clear indication of "low vs high" effect - but the cap will be removed in v1.47.
  • v1.47 will include Variable Presets, which will allow you to mass-assign variables to pre-determined values, both in and out of play mode.
  • @Eastman: Looking into adapting your code for the official release.  OK to do so, just before I go any further?
  • I've reproduced this error in 5.1.2, but can't in earlier versions of Unity. It seems that this is a bug with the latest Unity release, rather than AC - as the link in this thread suggests.  It seems that Unity are on the case, however, so hopefull…
  • As random as it might seem to be, it's likely that there's some obscure option somewhere in e.g. Settings Manager that's causing the issue. If it occurs again, try reverting back to the Demo_SettingsManager asset and see if setting First Person fro…
  • It mentions "Build a development build for more information" - have you tried doing so to get a more detailed error log?
  • OK, recreated now.  This will be fixed in v1.47 - thanks for the bug report.
  • The camera should follow the player in the same way regardless of how quickly the player moves - so even teleporting instantly shouldn't affect it.  Screenshots would help better understand the problem. The "Use default PlayerStart" optio…
  • Please try to avoid calling me by name in these threads, as it deters others from answering you who may also be able to help. You can't use the mouse during cutscenes, so you can't press the "Pause" button during one either.  However, you…
  • 1) If you've followed my last post and stored each objective as a "Popup" entry in a Global Variable, then you can just use the Variable: Set Action to change the current objective.  It doesn't matter where it's being called from - whether…
  • Wonderful video, Isaac!  Thanks for making it, I'd love to share that on the AC website in some way, if you'd allow it.  I also started a thread on the AGS forums way back when AC was in its infacy, where people may like to see it. I was an AGS-er …
  • You could try placing a special kind of trigger collider on your player, but you can also change the player's "Walk sound" using the Character: Animate Action and choosing Set standard as your Method, then running it when the player enters…
  • Where is the sprite?  If you mean you want to animate the mouse itself, you can define a "Hotspot" cursor texture in the Cursor Manager.  If the texture is a sprite-sheet, you can animate it.  Otherwise, you'd have to use a custom script t…
  • The Cursor Manager is where the "Use", "Look" names etc come from.  You can create others for use in the Hotspot from there. The Trigger is only expensive if you set it run Continuously.
  • These are generally all to do with having the right Inputs defined in Unity's Input manager. The Settings Manager lists all Inputs available to you given your chosen settings - among them are "Run" and "ToggleRun".  If you defin…
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