It mainly depends on both the lip-sync speed you've set in the Speech Manager, and the phoneme strings that you've divided the frames by. Opening up a Sapi-generated text file is a good way to see what kind of phoneme strings are being used frequen…
No - if you want to be able to switch freely between those other players, you'd be better off unchecking that box, and instead using parameterised ActionList assets whenever you want to add/remove an item shared by your two costume-switching Player …
It depends on your chosen animation engine, and whether or not you're using IK-head turning if you're using Mecanim. If you are, then AC will turn the "neck" bone you provide in the Inspector automatically. Assigning the torso bone inste…
Welcome to the forum, @revorez.
Yes - AC works on Android, just set your Input method in the Settings Manager to Touch Screen.
The Inventory menu can be modified just like all menus in AC. A series of tutorials on working with Menus can be found …
Just so we know for sure, does copying the speech Action to a Cutscene of it's own, and running that by itself cause the dialogue to play correctly?
From the looks of your last screenshot, there seems to be a wire leading down from the top right to…
Great job! This is exactly the kind of thing I hope the new script reference will be able to help with.
I wonder if this thing should be more easily do-able though, so I'll have a think about that.
Certainly you should be able to add this functionality and still use AC's Actions in cutscenes.
IIRC, the Angry Bots player was split into two, so that the torso rotated separately. You might want to consider rotating the player's torso only towar…
Thanks for the steps, but they're not enough for me to recreate the problem - testing works OK for me.
How long is the audio clip, and is "Ignore if already playing?" checked in the Action?
The Wait until finish? option will only show if AC can predict how long the animation will take. If it's not present, you'll have to insert some Engine: Pause game Actions after it to handle the delay manually.
I can't recreate your problem based …
You can create multiple "Use" interactions on the same Hotspot (one for opening, one for shutting), and use the Hotspot: Change interaction Action to only have one of them enabled at a time - ie. if you open it, disable the "Open"…
UFPS and AC are both "Complete projects" on the Asset Store, so will both try to overwrite the Inputs / Tags etc with their respective requirements. Since AC has much fewer requirements (covered in section 1.1 of the manual), I'd recommen…
Thanks - but that's exactly what I did several months back when the Physx change was made.
What I've just realised is that I only updated the link on the Downloads page - not the game page. Sorry!
The correct physics demo can be downloaded here:
…
This isn't possible using AC's crossfade - it works by taking a screenshot of the screen just before, and fading it out after the switch. You'd have to do something custom if you wanted that.
The Player prefab will need a "Hotspot detector" trigger collider, that is used to determine how close is close enough. This tutorial should help you, and this is also covered at the end of section 5.1 of the manual.
The only explanation I can give for the error message is that AC's asset package has not been fully imported - it's trying to find a prefab within the AdventureCreator folder that isn't there. Re-importing the asset fully should solve this problem.