Unchecking that option will prevent the Locale from switching when the AC language is changed.
The script will set the default language to the system's language, but it should still be able to run with the option checked.
Though the "Restart Game" command ought to clear the scene's data, the Prologue scene may not need to hold any Remember components that store data if it's only used for a pre-set animation. If there's a Remember Visibility on your sprite,…
Recreated, thanks.
Open up AC's PlayerMenus script, and add the following function:
void OnApplicationFocus (bool focus){ if (focus) RecalculateAll ();}
I'm not familiar with the asset - to be clear: this only occurs when loading a save that was recorded in a different scene to the one you load from?
I can't think of anything related to AC's save-loading process that would cause a conflict, but if …
Where are the labels displayed?
You can opt to turn off / lock a Menu, or hide a specific element within a Menu, with the Menu: Change state Action. This could be run as part of your Pause menu's ActionList when turn on asset.
It sounds like the Menu is in "direct navigation" mode. Check that Directly-navigate Menus during Conversations? is unchecked at the top of the Menu Manager.
The Manual's "Navigating menus directly" chapter covers the rules by …
The animation should end naturally due to the Transition from the "take book" animation back to the Blend Tree. Check that this is present, with no conditions other than "Has Exit Time" being checked.
The Auto Correct UI Dimensions component has its Transform to control field set to the Canvas root object - this should be instead left blank, so that it defaults to the Panel, i.e. the RectTransform boundary.
It'd be worth removing this component …
Check that your scene added to the Build Settings. This operation is a game-wide process, it's not limited to the specific scene that's currently open.
A notice to alert the user in this situation would be helpful, I think. Thanks for raising the…
The Inspector's Offset values can be modified through script at runtime with the afterOffset variable.
I'm not sure I'm following your meaning exactly, though. Can share screenshots and details of the situation?
Is the Wrap mode a factor, in that setting it to None prevents the issue?
Check that the Camera component itself isn't enabled at runtime - this should be disabled, just as with any other GameCamera outside of Timeline.
Check also that the Track d…
Open up the MenuLabel script, and look for the following around line 510:
newLabel = overrideLabel;
Replace this with:
newLabel = KickStarter.runtimeLanguages.GetTranslation (overrideLabel, lineID, languageNumber, AC_TextType.MenuElement);
There are a few general approaches, depending on how things should work.
If you have a fixed set of options, then one way is to enable Player-switching, create appearance as a separate Player prefab, assign them all in the Settings Manager, and the…
As there's trouble recreating this reliably, let's start by removing some of the additional aspects to reduce the complexity. Stick to just regular speech Actions (no Conversation objects), remove an enforced aspect ratio if set, and disable speech…