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Sounds like style sheets would be your best bet. If you switch to TextMesh Pro, you can define different styles and then use the "style" tag inside your speech text / option labels to alter their appreance.
A tutorial on this can…
That should be the default behaviour - again, are you using the template provided? Any screenshots you can share that show the issue will help clarify the situation.
Welcome to the community, @Porkorosso.
When you say it doesn't work, what is the behaviour you're getting? If the Menu uses Unity UI, be sure to assign a "RectTransform boundary", which is what AC will reposition.
The Downloads page has…
You'd need to make use of custom scripting to alter the appearance of the Menu based on the dialogue options involved.
Is it just the Conversation menu to affect?
You can use a Float variable, and then link that variable to the Sound component's "relative volume" property, which can be done through script:
public void UpdateVolume (){ float floatValue = AC.GlobalVariables.GetVariable ("MyFl…
Is the label that shows the item's name in a Menu that's underneath the Inventory in the Menu Manager? The order listed affects the order they're processsed in.
Are you using a simulated cursor to hover over elements? The Input System integration…
You're on the right track - but keep the Menu's Position type as On Hotspot.
Rather than setting a Y-offset in the Menu, assign an empty child to the Hotspot's Centre-point (override) field. This can then be used to override the position of the Me…
Thanks for the details.
You can attach AC's Event Runner component to any such Hotspot, and define a Hotspot / Interact event that specifically runs for that Hotspot. Assign an ActionList, which contains an Object: Teleport Action that moves the P…
Do your Hotspots have an associated Highlight component? That'll be necessary for icons to show. You can attach this to your Hotspots and uncheck Auto-brighten materials? to have them only deal with icons.
Otherwise, try running the 3D Demo's Bas…
For an AC scene to run correctly, you need:
* A MainCamera component attached to the scene Main Camera
* A GameEngine object to be present
The GameEngine object includes the KickStarter component, as well as other components that handle scene-spec…
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Sorry, I'm not quite clear on your meaning here.
You can prevent the Player from moving while on the chair with the Player: Constrain Action, but if you want them to teleport off the chair when another Hotspot is clicked you may need a bit …
You can uncheck the Sound: Play music Action's Resume if played before option to have it play from the beginning.
I can see about adding a public function to clear existing Music data through custom script, however. Look for this in v1.82.
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If you have an Atlas texture asset, you can try setting the Filter Mode in its Inspector. Otherwise, it may be a case of using a Render Texture to display the UI and/or game at a fixed resolution (though IIRC this is essentially what the PP…
Not directly - other than the Cutscene object itself.
What you could do is leave each Cutscene blank, but use the GameObject it's attached to for additional data.
For example, you could attach each Cutscene to the SortingGroup component you want t…
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The "Unity UI Prefab" option will cause this - AC will assume that the UI is a prefab to be spawned in at runtime.
If the UI is already in the scene, which is often necessary for "World Space" menus, use "Unity UI I…
Thanks for the screenshots. I understand what you're trying to achieve - but I need to see how it currently looks in your project.
The instructions on the wiki page look good, though - particularly the notes about the use of the Custom Canvas Scal…
Are you dealing with Path objects to have the characters move in between these different areas? There are a couple of ways you can go about this, if so.
The first is to define a Cutscene at the various node points you want to make a change to, and…