Not for the moment - we'll see what the new GUI tools allow with the next update of Unity. The next update of AC, however, will allow you to change the portrait graphic between lines.
If you send a TurnOn message to a script, you have to be sure that such a script has a TurnOn function! Most AC prefabs have functions like this, Interact, TurnOff etc, but a custom script will have to have the same.
Rather than having a custom sc…
This was been brought up a little while ago. Please wait for the 1.30 update. With that, you will be able to place a CollisionCube or other collider on the Default layer to block clicks.
I think Unity looks for it's own internal ID when updating scripts, so moving it to another folder likely won't make a difference. However, that script is "locked" so far as I'm concerned, and won't be altered by mself - so you should be …
AC's bools share the same value field as ints: 0=false, 1=true. There is a function that already does this for you, but returns a generic string, so try this instead:
if (GameObject.FindWithTag (Tags.persistentEngine).GetComponent <RuntimeVaria…
Perhaps both of these issues are indeed related. @2finger, anything different about your folder structure or settings between your two projects that can give us more to go on? Which player character are you using? Does your player have an AudioSou…
When the game is paused, the gameState enum in the StateHandler script is set to Paused:
if (GameObject.FindWithTag (Tags.persistentEngine).GetComponent <StateHandler>().gameState == GameState.Paused)
{
// Do something
}
To call a Cutscene…
GetElementWithName returns a MenuElement class, but the MenuLabel you want is a subclass, so you have to convert it. You also want to affect it's label field, not it's title - which is used for display in the Menu Manager only. The correct code wo…
From what I've read, Ellipsoid particle emitters seem to be a legacy feature of Unity - the ParticleSwitch script is meant for newer types. Try calling a custom message: "Emit", with the variable being the number of particles you want to …
Best not to delete any AC files, even those in the demo, just to be safe.
The second menu you're seeing is actually the cursor - the icons will show if you are:
1) using Context Sensitive mode, and
2) have checked the Change cursor when over Hots…
No need - the upcoming 1.30 fixes the issue. Basically if a Play sound is used to play a piece of looping music that's already playing, it'll be ignored.
Just so you know: update 1.30 will include a new Action called Engine: Manage systems. This will give you full control over each of AC's systems, allowing you to turn on/off Input, Movement, Camera, Triggers etc all separately, making it much easie…
The Conversation Menu is for the display of Dialogue Options, not for the lines spoken by Characters. Look to the Subtitles Menu - the Demo_MenuManager has two Label elements: one to show the name of the Character speaking, the other to show the li…
Both serious problems, I wonder if they are related.
@2finger:
Does other audio play properly? Is the line number of your player's first line really 201? If you've checked the Options data, I'm not sure what else I can suggest from what you've wr…
It's done by icon - the presumption being that each interaction is of a different "type" (e.g. Use / Look etc).
To fix your problem, you'll need to give each of your Interactions a different Icon. You can create multiple icons and give t…
The "Timer" feature was intended for "Walking Dead-style" moments whereby you only see the Options once. Didn't occur to me to make sure it works for returning Conversations! I will have a look, thanks for describing it in deta…