Very much appreciated, thank you.
Re the script: for the widest range of uses, a hybrid is probably best - where you can optionally assign a character, but otherwise it relies on the original name. I'll take a look, thanks for the feedback.
Rather than the Scene Manager's OnLoad field, attach the ActionList Starter component to the cutscene - it's a lot more flexible.
In its Inspector, checking Run on scene load?, and then set Scene load condition to Due To Switching Player.
I can't recreate the behaviour, but it looks like the blue slot (not the ball) has its Hotspot turned off.
A slot Hotspot should turn off automatically once a piece is assigned to it (i.e. a ball is placed over it), and turn on again once the piece…
The Image's GameObject in the Hierarchy will need to be enabled on startup for it to be found. It can be disabled at runtime from then on.
How is it that the original prefab is being affected? Are you relying on a custom script? It's important t…
Speech audio/lipsync data etc has to be associated with a speech line. You can't use a String parameter, because its usage isn't strictly limited to speech text.
What you can do, however, is create an ActionList that basically has all your speech …
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To force-set the Save File Handler, whether to a built-in class, or a custom one, run the code above in an Awake function on a component attached to your PeristentEngine prefab. The Manual chapter I mentioned has details.
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Any scrip…
This being a visual issue, are there any videos/media you can share to help illustrate the problem?
What platform are you building to, and does this occur in the Editor?
What are your AC/Unity versions, and when exactly does the issue occur? If i…
You don't need to modify AC's core scripts to alter which Save File Handler it uses. The following code, run at the beginning of your game, will do this:
AC.SaveSystem.SaveFileHandler = new SaveFileHandler_PlayerPrefs ();
I can't say if AC's Play…
You might be using an outdated version of the script.
The Chat Log is now a package over on the Downloads page, which also includes a default UI to work from. Give this a try - even if a separate project for testing - to see if it removes these is…
If you have each response defined as a separate ActionList, you can define a GameObject parameter within a new list that stores the intended list to run.
After the Dialogue: Start Conversation Action, you can then use ActionList: Set parameter to s…
Hold off with any custom code for the moment - we need to rule out it being a factor in this.
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By default, the Green ball starts in the Blue slot - not Red. What are the full changes you made to the scene that caused the issue to begin occu…
Thanks for the media - I'm afraid the site doesn't support hosting, so linking via imgur etc is the way to go.
I can't reproduce the issue with the default interface, so it may be related to your own (very snazzy!) Interaction menu.
Does it occur …
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That's correct. As this would affect the game's asset data, however, you'd need to similarly use Actions to reset Objective textures to their default state when the game begins - as changes made mid-gameplay would survive closing the game.
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Apologies for the delay, but I've looked into this to see if there is an easier workaround - and there is, through the use of the alternative pathfinding method, A Star 2D.
If you switch to this in the Scene Manager, navigation will then rely on th…
There's a couple of simplifications you can make.
Firstly, you can automate the setting of the String variable by having a script that simply sets it to the label of the last-clicked Conversation option:
using UnityEngine;using AC;public class Aut…
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Objective states don't currently have their own texture fields. Through scripting, it is possible to alter an Objective's texture - just right-click the field's label to get an API reference to it.
Are you looking to override the displaye…
Welcome to the community, @Gregocreate.
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As in, involve one "click" from the Player? Click/tap down to bring it up, and release to run the interaction?
Does your game involve the mouse, or a touch-screen?
The following settings …
I've written a custom Action to control and wait for Timeflow sequence playback here:
https://adventure-creator.fandom.com/wiki/Timeflow_Animation_System_integration