It's currently like that to ensure speech files still work if you change your prefab's name.
The main problem is when it comes to games with multiple player characters, since there's no way to know which player is "active" at the time of …
Look at the Recorded Constant ID number beneath the field reference - that's what matters, if it's visible. So long as your prefab's Constant ID script has "Retain in prefab" checked, it should work.
Though with the new features in 1.40,…
1. and 2. were indeed fixed in 1.40a - it may be that your settings are not correct:
For 3., go to the Settings Manager, and set Inventory interactions to Multiple. You can now define multiple interactions for Inventory items, just as you can with…
No, this isn't currently an option. The alternative would be to create an "empty" NPC with the same name, that you use for thinking.
How would you expect such a feature to be in? With a "Dialogue: Think" Action, or an option i…
I'm not sure you'd need to disable AC's Menus - rather, just don't have a Subtitles menu and let this asset take care of it instead. I'm not familiar with this asset, but I imagine you'd need to do some custom scripting - you'd want it integrated w…
For the same reason you've pointed out (it's global), the best way to do it really is to use a global variable. There were some major upgrade problems a few versions back when I started messing around with custom options data - if things work now, …
There's not really a set list of rules as to which systems need to be disabled - it's totally dependent on the asset in question. I'd suggest you start by disabling as many systems as you can, getting the mini-game to work, and then reduce the numb…
The code's already set up to be a try-catch, but Unity's having none of it. The method in there now is the only method I know - if you have a solution, I'll happily listen.
Thanks, guys. Just a heads-up: a "b" release will be out this week to fix remaining bugs. Nothing major, but I'd like to make AC as stable as possible after so many new features.
@mdk: It was so simple to add, I couldn't believe it took…
Version 1.40a:* Added: Input boxes are set be "right-to-left" if the current language name is named either "Hebrew" or "Arabic"
* Fixed: Console errors when declaring Popup Variables
* Fixed: Lag when running Check-base…
If you look at the line it's referencing (AnimEngine_SpritesUnity.cs, line 614), you can see that the code attempts to display the name of an animation if it fails. However, Unity doesn't seem to want to play ball.
This can't be done in the offici…
I think I'm following you. So the "original language" is always what you work with in the editor. Changing the language number at the bottom of the Settings Manager only changes what's displayed in-game, when it runs. The editor labels …
Welcome to the forums, @kenuab.
AC Menu Buttons can have their "click type" set to "Run ActionList", but the ActionList referred to here is actually an ActionList asset. This is a special type of ActionList that lives in a pref…
I'm afraid you can't - however, you can set the visibility of labels. Just create two instances of each label, and swap them out. They'll appear to be changing position, but really you'll just be turning one off and the other on.