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ChrisIceBox

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ChrisIceBox
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  • I'll look into it.  The 1.34 update focuses on performance, be good to fix any issues like that.  I expect there to be a performance hit during each crossfade, but there shouldn't be one afterwards.
  • I can't speak for the metadata issue but I think I see the problem with your narration error.  I'll look into a fix for 1.34.
  • 1) This tutorial, though outdated, does cover the process of assigning bone transforms to characters - that part at least should still be helpful for you. 2) Not currently, but I'll look into it for the next release.  What's your Input Method set t…
  • I think you're misunderstanding something here: the "Custom" space in the popup box is reserved for - literally - you're custom (non-AC-released) Actions.  If you haven't written any Actions of your own, you won't have any custom Actions!
  • Disabled components can't be "reached" by sending messages to them.  It's not good practice to enable/disable components like that.  A simple modification of the script itself would mean you don't have to do that.  However, you could use a…
  • If you're using the Polygon Collider method, another such Collider upright should do it.  It may be messy to look at, but the important thing is it works, at least!  Bear in mind that you need not cover the whole sky - the point-and-click algorithm …
  • Don't forget that - from within Menu/Inv ActionLists, you can use the Engine: Run ActionList Action to run scene-based Cutscenes by referencing an ID number (just attach a ConstantID script to the Cutscene and copy the Constant ID number).  You can …
  • You need to update your Menu Manager.  I'd recommend copying the Demo Menu Manager and making changes to the copy - that way you won't lose changes after updating. In the Demo's Speech Menu, click SubsLineLabel.  This is the label that displays dia…
  • If you leave the "Speaking Character" field blank when using the Dialogue: Play speech Action, it'll be considered a Narration line.  Narration lines can be displayed on their own Menu if you wish - when a Menu's Appear type is set to &quo…
  • Thanks for the alert.  Not sure why this happens - it does seem to be a Unity-related issue.  Fingers crossed this goes away with Unity updates.
  • Thanks for the illustrations.  If you were to force the aspect ratio to suit the iPhone (1.83 judging by the screenshot) AND do the same in your Game window, would that not cause correct letterboxing in the iPad version?  If not, I'd appreciate an i…
  • Does the camera work correctly now that you've added the ConstantID script? The next update of AC will allow you to run a Menu ActionList upon saving, but don't forget that you can also lock and unlock individual Menus using the Menu: Change state …
  • It's because your DialogList element's Size type is set to Automatic - you should find that the "cut off" point is the width of the preview box. Change the Size to Manual and it'll work.
  • Something this specific to your game would need a custom script.  You'd have to work out the direction vector yourself, based on your game/input style, but updating the player once you have it is quite straightforward: Player player = GameObject.Fi…
  • Have you tried clicking Refresh List in your Actions Manager?  If all else fails, you can simply load in the Demo_ActionsManager asset - you generally only need your own Actions Manager if you rely on custom actions.
  • To display subtitles, you need a Menu that does so.  Look at the Subtitles Menu in the Demo_MenuManager asset for a demonstration.  While you still get to grips with AC, I suggest using the Demo menus as your GUI.  When you use the New Game Wizard, …
  • Not having the asset and same PC I can't recreate this, but have you tried reverting to the Default Unity layout?  Window -> Layouts -> Default
  • Does changing the import settings of the texture help?  Try changing it to GUI, instead of Texture.  I'm not sure which setting will be best for you, but it's likely in there.
  • If you place the turning code in a function called, eg RotateRight, you can use the Object: Send Message Action to call the GameObject with the script attached.  Set the message as custom: "RotateRight", and it'll run the function.
  • Seems like it ought to be more simple than it is, but unfortunately that's just how these things go sometimes!  Which pathfinding method are you using?  Try using Unity Navigation, and - once you've baked your NavMesh, create a new segment that sits…
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