Does your Head have a separate "idle" animation? When the character is not talking, and a separate head is assigned, they'll play the idle animation so that the mouth resets afterwards.
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When I click on a Hotspot that triggers Cha…
With Screen Space, icons are drawn using Unity's ImGUI mode - they don't have a physical presence in the Hierarchy.
Depending on your Hotspot detection mode, however, icons aren't always shown at all times. Do they show up if you invoke the "…
If your Animator relies on transitions/parameters, you can create a RandomInt parameter that causes different animations of varying lengths to trigger before returning to the main loop.
You can then set the RandomInt parameter to random values - ei…
What modifications have you made, and what are your Settings Manager's Interface options set to? If you can share screenshots, I can attempt a recreation.
Thanks for the feedback.
The Default PlayerStart is optional, mind - if you clear it from the Scene Manager, the Player will remain where they are when the scene begins. Though, as the PlayerStart and camera are linked, you'll also need to assign …
I'd need the steps necessary to recreate such an issue.
If the background ActionList is called from a blocking ActionList that is skippable, however, and that would be the expected behaviour.
You can alter the behaviour when skipping, however, by …
Lets deal with one issue at a time.
For the Hotspots: check that the collider type matches your game's perspective (i.e. a BoxCollider 2D if it's a 2D game, BoxCollider if it's a 3D game).
I can only speak generally without knowing more details, h…
When the game is begun from a given scene, the Player will be placed at the scene's Default PlayerStart, listed at the top of the Scene Manager.
The Player object's position in Edit mode is unimportant - its the PlayerStart object that gets reposit…
Welcome to the community, @zombiegruppe.
Are you looking to change the Slider's "Max value" field?
You'll need to use a custom script for that. This function should do it:
public void UpdateMaxEnergy (){ int myNewValue = AC.GlobalVa…
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Best to rely on the first method. AC has its own Event System component - Optional Mouse Input Module - that assists with direct navigation. You could incorporate this into your custom prefab, but it's easier to rely on the Input Manager i…
The issue is that each direction is a separate skeleton - so the animation wouldn't be retained so much as copied.
I'd expect you'd need a custom script that essentially checks if the given animation is playing, and then - if the direction changes …
Welcome to the community, @Thomas.
If you have each dial button be a separate Hotspot, you can use a "score" system whereby each time a button is pressed, you update a Score integer - increasing it by 1 if the correct button was pressed, …
Rather than hooking into the OnStartSpeech event, hook instead into the OnStartSpeech_Alt event, which takes a single Speech parameter.
This Speech parameter is the instance of the line of dialogue - within which you can get its various properties.…
Do they become selectable if you raise the GameCamera's Y offset, such that the Hotspots then appear in the centre of the screen?
If so, it may be a Menu issue - with a Menu's RectTransform boundary blocking the mouse detection.
Though no visible …
I did - I got that line from a fresh download of the package.
Copy/paste it into the top of the Update function, under the block that checks if you're in gameplay.
What are your AC/UCC versions, and does your copy of the integration's AC_UCC_Character script include the following line?
acPlayer.SetLookDirection (ultimateCharacterLocomotion.transform.forward, true);