You can use the OnStartSpeech_Alt event, which passes a Speech parameter, and then set its TimeRemaining property to alter its display duration:
void OnStartSpeech_Alt (Speech speech){ speech.TimeRemaining = 10f;}
The 3D Primer's talking animation is full-body. To have a talking animation that can play at any time, you'll need to create a sub-layer, assign it an Avatar Mask that only affects the head, and play the talking animation there.
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Place your Menu: Change state Action before the Player: Switch Action, to ensure it runs before the scene-change.
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If no Scene: Switch Action is involved, and you are starting from a separate scene, then the default Player will be pr…
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I'm not clear on when exactly you want to make such a check. Can you elaborate and/or provide screenshots?
If you want to run additional logic after creating a Recipe, you can assign an ActionList asset in its ActionList when create field,…
What's your character's Animation engine?
If the character's Animation engine is set to Sprites Unity, then the "full body" animation will either be Idle, Walk, Run or Talk - it can only play one at a time, and if a character is walking, …
Attaching a Constant ID component only allows the MainCamera to save a reference to the camera - i.e. save which GameCamera is actually active at the time. It will not save any specific data about it, such as its position.
The position of a GameCa…
You can use Categories to limit what items can be placed in your main Inventory menu.
Create a pair of Categories - Default and Hidden - and place the magic spell in the Hidden category. Then, in your Inventory menu, check Limit by category? and f…
What is the exact issue you're facing? That setting the "Player action" to "Walk To" has no effect? Please share screenshots of the setup with details on the behaviour.
The Nine Verbs template is now built-in to AC, available …
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By this, I do not mean to place the Map player in the scene file itself - but that their "Start data", as set in the Settings Manager, is to have them be present in the Map scene by default.
Remove the MapPlayer object from the sc…
Use the AC Status box to view the game's state as described above. If you can share screenshots of its contents - and that of the ActionLists being run at the time - I'll take a look as well.
By how much does the cursor affect the camera's rotation? It could be that the change in angle is causing the character to be shown from a side-angle.
If your NPC only faces left and right, they'll flip between the two whenever the camera's facing…
Having your Active Input ultimately trigger a scene-based ActionList should work just fine.
The original issue you're likely facing with assets, is that the Actions don't reference scene objects. Rather than assigning prefabs, either assign scene …
Your previous Managers should still be in your project - they'll just need to be assigned in the AC Game Editor window.
At the top of each Manager tab, click the "Asset file" field and select the intended Manager asset to revert back.
Do…
Use an Animator with 4 animation states - each one a single-frame animation that points the circle in a different direction. Create an Integer parameter and use transitions to have its values 0/1/2/3 trigger the up/right/down/left animations respec…
If you're using the Player-switching technique, avoid using the Scene: Switch Action when entering/exiting the map scene.
Instead, enter the Map scene by using the Player: Switch Action to switch to your Map player (who should be in the Map scene b…
What are your AC/Unity versions?
Are you using the Menu's On Input Key option simply as a means to run an ActionList when the user presses a key, via its "ActionList when turn on" asset? You don't need a Menu for this - you can define an…