Still I very much appreciate the updates, I think once things "work"
most of us should freeze our assets and not continually upgrade.
I certainly wouldn't complain.. ;)
If you've used the Engine: Change scene Action correctly, you should at least be in the new scene at this point. Is this the case? You'll have to create a new PlayerStart prefab in the new scene, view it's Inspector, and set it up so that it refer…
You'll need to give me more detail than that. "Walks like Tin Pot" - as in, you're using the Tin Pot character as your player? If that's the case, you'll have to assign your own Player prefab in the Settings Manager. A quick-and-dirty w…
Try to think of any difference between your tests when it works and doesn't work - there must be something, however seemingly insignificant, different between them. I'm all for helping, but it's crucial to determine the source of this first.
Some …
Welcome to the forum @PurpleShine!
My own testing found that no changes were needed to make AC work with Salsa 3D. It should work just fine by using the normal Salsa workflow - just drop the Salsa component onto your character, and assign the Blen…
You're correct - the workflow for integrating AC with UFPS has been greatly simplified, but it does require that the worklow is adapted. You can read all about it here.
When a UFPS player is controlled, the UFPS camera becomes the main one. But y…
If you click on my profile, you can send a PM. But my point about the click area was that they match up exactly - no false positives when clicking a wall, for example.
You can use the "Player: Check" Action to determine the currently-active player, and link up the appropriate speech Action afterwards. When using the "Dialogue: Play speech" Action, you'll have to assign the correct Player prefa…
Your current inventory is stored in the "PersistentEngine" object at runtime. As a test, try re-naming it once the game begins, but before you change the scene. Once you change scene, is it still the new name, or is it reverted?
When you click "Gather Text", AC will only assign ID numbers for speech lines used in your game. If you don't reference this ActionList anywhere (e.g. by calling it through ActionList: Run or linking it to a Menu button), then it isn't co…
When the game begins, the book is a child of _SetGeometry. Since we've added the RememberTransform script to the book, and checked Save change in parent?, then AC will need to know what it's parent is when the game is saved. Adding the Constant ID…
First of all, I'm glad this is finally working for you! I'll admit that my own testing for AC/UFPS integration takes place in the "CleanScene" that UFPS provides, so I hadn't considered the set geometry layers.
Placing the scene geometry…
I'm afraid I don't understand the original problem you're describing (all speech lines will have an ID, regardless of location). However, you can control the duration of speech text at the top of the Speech Manager.