I'm afraid not - it's part by original design, and part by limitations of Unity, that you can't have multiple instances of ActionLists in one object. You're better off having the Conversation and ActionList Editors open side-by-side. Be aware that…
If you're making a diary, you're better off using the Journal element instead. You can use that to store all of your pages in one Menu - and use the Menu: Change state Action to add pages to it as you go.
In the Scene Manager, you have Cutscene fields that you can assign - you'll want the OnStart cutscene. Place a Cutscene in there, and it'll play when the scene starts. You can use the Variable: Check Action to act accordingly.
@skitt2501 - Nice idea, that may well do it! You'd also need to add the RememberTransform script to the moving Segment, to make sure it's position is recorded in save games.
That's right - simple enough to do, you could even just have a script that has functions to enable and disable the entire "effect" component. In C, this would be something like:
void TurnOnEffect ()
{
this.GetComponent <MyEffect>…
Are you talking about IK, as in the hand should "find" it's way to the object? This is a Unity Pro-only feature - otherwise you'll have to make a custom animation to get him to reach for the object exactly.
In this case, I would recommend @ThisIsSparta's advice and go with custom NavMeshes.
However, you may be able to get around this simply by lowering the CollisionCube such that the top of it is only about a foot above the floor. The character won't…
The GameCameras you place down are for reference only - they never actually render.
Any "effect" scripts you have will need to be added to the MainCamera prefab instead.
The variable you can send with using the Send message Action can only be a basic type, like an integer, and not a custom class, like Paper. You'll need to edit your Show () function to accept an integer instead.
You can use the MenuSystem.cs script to pull the data needed before saving, by having it happen when the Save menu is turned on:
public static void OnMenuEnable (Menu _menu)
{
if (_menu.title == "Save")
{
// Gather data
}
}
As …
Good spot - the first shot of the Input settings are only for keyboard, not mouse (the axis doesn't matter here).
Updated the tutorial, and here're the correct settings for you:
(Image)
Don't rely on the Audio Source's Play on awake box - instead, use the Engine: Play sound Action in the scene's Cutscene on Start field to play your music.
Fair point, though if you dock the window, you don't need to close it to move an action to the top using the Inspector. Also, it's worth mentioning you can still delete actions and so on in the window - just select it first (click and drag a marque…
Well, being an adventure engine the camera system is designed to follow characters and objects, rather than be controlled RTS-style.
If you were to have a camera that acted this way (either by custom scripting or a separate asset), you could simply…
You'd need a custom script for this - although some basic functionality could be implemented in AC, you'd want this pop-up to be very specific to your game. I'd recommend writing a script that contains a function to display the popup, which takes t…
You're saying scratch that - not sure if this is still a problem. Either way, you can disable/re-enable Collision Cubes by using the Object: Send message Action to call Turn On and Turn Off.
Sorry, need a bit of help understanding this: the variables are saved/loaded back in automatically. Are you not able to just read off the value of the variable as and when you need it, or do you need to access it specifically when a game is loaded?