Recreated, thanks.
It's a case of having to actually view the SetupPauseMenu asset in the ActionList editor.
I'll see this corrected in the next update - thanks for the report.
For the speech text colour, you just need to check Use speaker text colour? in the Line label element's properties.
For the outline colour, create a new C# script named OutlineColorGetter, and copy/paste the following:
using UnityEngine;public cla…
Was the Status box listing the game state as Cutscene or Normal?
If SetupPauseMenu was set to run in the background, it may be a red herring - as gameplay wouldn't be blocked by it.
Though, it still shouldn't be listed after closing the Pause menu…
Are the areas to avoid dynamic, i.e. they can be enabled/disabled at runtime?
If not, it's best to embed them into the original Polygon shape.
Otherwise: with Polygon Collider pathfinding, the behaviour works by adding the new shape as an addition…
Partially.
The Remember ActionList Parameters component can be used to save ActionList parameter values, but this can't be attached to ActionList asset files directly.
What you can do, however, is attach it to a Cutscene whose Actions source has b…
A 2D NPC can be reduced to just housing speech, and not have any movement/animation (on the AC side of things), by setting their Motion control field to Manual, and clearing all the "Standard 2D animations" fields (Sprite child, Idle name …
What's your AC version, and does it display if you create the same Action in a new Cutscene, set to Block Gameplay, and manually run that Cutscene at runtime?
Locate your game's SetupPauseMenu ActionList (it'll be placed inside your game's directory, created by the New Game Wizard), and make sure that its When running field is set to Run In Background.
Welcome to the community, @adambunker.
This is due to the Player's Follow Sorting Map component, which - by default - will adjust a character's Sorting Order accoring to where they are on the Map. You can uncheck Edit-mode preview? to prevent this…
I'm not able to recreate this with the package's example game.
If you assign the Example managers and open the Example scene, one of the balls at the top should have an initial slot - is the behaviour the same for you here? If it works here, what …
What is your Inventory menu's "Appear type" set to, and what are the full contents of the AC Status box at this time?
The Status box can be enabled from the bottom of the Settings Manager - it'll show up in the Game window at runtime when…
Glad to hear it - though it sounds like a little scripting would be a neater way of handling this, if it needs to be different for each character.
Is it the "Effect size" field you're varying for each Menu? I should be able to write a si…
I don't have such an issue on my end - did you copy/paste the scripts into the correct filenames? Try it in a fresh project with just AC and Spine installed, and the custom scripts placed outside of the AC folder.
RememberDialogueSystem looks like it's the largest single Remember component.
For the added time due to 30 saves: this will need to be addressed in an update, I'm hoping the next major release.
You can disable the Save function simply by hiding any UI element that allows the user to save - i.e. the Save and Load buttons in the default Pause menu.
If you're building to WebGL, however, AC switches over to PlayerPrefs which should be support…
How the Image gets resized is based on your Game window's aspect ratio, combined with the Canvas Scaler component - unless I'm misunderstanding your meaning.
If the image icons are all of a fixed aspect ratio, the Image RectTransform that displays …