My apologies for the late reply, @PlayBoxTech - I'm afraid your post slipped under my radar.
AC's been undergoing some UI improvements and Editor tweaks in the last few releases (and a few more planned to come), so I will be looking to create some …
Welcome to the community @DreadZitoDev.
(Quote)
To be clear: by default, Direct-navigation of menus requires the game to be paused (see the Directly-navigate Menus when paused? option at the top of the Menu Manager). Direct-navigation of Menus dur…
I'm not clear on your meaning about what's missing - the Matchbox has both a Transform and a "Scale Factor" field in your screenshot.
When you use the Object: Transform Action's Copy Marker method, it'll adopt the position, rotation and s…
By default, AC relies solely on the MainCamera for raycasting.
You can alter this through script, however, if you first check Cache 'Camera.main' variable? in the Settings Manager.
Once done, you can then update AC's record of the scene's Main cam…
The Hotspots select fine on my end - though I had to switch the Hotspot menu back to use Adventure Creator as its Source.
Does clicking the Hotspots have no effect, or is it just the Hotspot menu failing to appear?
The Player prefab didn't load co…
The Object: Set parent Action won't affect an object's scale - you can do this with the Object: Transform Action.
Bear in mind, though, that the Scale values in the Inspector account for parent scales as well. That is, an object that initially has…
Welcome to the community, @mikdog.
As AC relies on Unity for animation playback, an understanding of Unity's Animation tools is necessary.
Guidance on creating sprite-based animations in Unity can be found on the Unity website here:
https://learn.…
(Quote)
That's the correct line change. Don't remove the AddressableIsPresent define symbol.
Looks like you also need to replace:
animatorData.controllerID = AssetLoader.GetAssetInstanceID (Animator.runtimeAnimatorController);
with:
animatorDat…
The integration assumes either Talk or Idle is played, when the character is speaking.
If you check Head on separate layer?, however, you can have the talking animation appear on a non-root layer. I've updated the script with a minor bugfix relate…
What's your Camera's Projection field set to?
If it's set to Perspective, see if setting it to Orthographic fixes the issue.
Otherwise, PM me your Managers + scene file, and I'll take a look.
This script, placed in the scene, will alter the value:
using UnityEngine;using AC;public class DynamicInteractionMethod : MonoBehaviour{ void OnEnable () { KickStarter.settingsManager.interactionMethod = AC_InteractionMethod.ContextSensitive; }…
Try the updated script now.
To use it, attach to an Empty prefab, then use the Events Editor's Scene: Switch: After event to run an Object: Add or remove Action that spawns it into each scene.
Too much has changed between versions. Looks like the best approach - if updating fully is not possible - is to go back to your earlier attempt, and test thoroughly.
Recreated, thanks for the files.
I will issue a fix in the next release, but in the meantime: adding "Journal Entry" to the list of Translatable text types in the Speech Manager to workaround.