Thanks @incommunicado, QOL improvements have definitely been a focus of recent releases. Certainly, you're feedback about groups helped where attention was made.
AnimEngine files only reference AC's provided Actions - you wouldn't need to involve it with a custom Action. The regular way of having an Action run multiple frames - as outlined in the ActionTemplate script - applies here.
The AnimEngine_Spine s…
How is the Player being spawned in the scene? Via their "Start data" as set in the Player section of the Settings Manager, or through the Player: Teleport inactive Action?
A Player should always be spawned in at a PlayerStart - they shou…
You can hide the greyed-out icons, based on the Image above them being visible or not, with custom scripting:
using UnityEngine;using UnityEngine.UI;public class DocumentBackgroundImage : MonoBehaviour{ public Image mainImage, backgroundImage; …
If there's only once instance of this occuring (i.e. the Player can only perform this on one Bottle), the easiest way is just to rely on Global Bool Variables: "Added coke", "Added lemon" etc.
Otherwise, if you had e.g. multiple…
What are your AC and Unity versions?
The Global String variable is related to the remapping of inputs - it's only necessary if you rely on the Inputs menu to allow the user to change inputs. The included Readme file has more details.
Was the menu…
If you're referring to the tag associated with a Menu's UI Canvas prefab, you can do this with scripting:
void TurnOffMenusWithTag (string tag){ foreach (Menu menu in PlayerMenus.GetMenus ()) { if (menu.RuntimeCanvas && menu.Ru…
What's the intention? To show an "empty" sprite to fill up empty slots?
Set When slot is empty to Clear Content, and then add the empty sprites to the UI prefab as a separate chain in the Hierarchy, such that they are hidden underneath t…
You should be able to adapt the existing DocumentUI menu to appear like your AC menu - it's just a case of moving some things around, and deleting others.
If your Document doesn't have multiple pages, you can get rid of the Shift buttons (btnShiftL…
Does this also occur if you try to save the game in the big scene?
If AC is involved, it may be save-related. AC will save the state of the scene both when you save the game, and when you switch from it to open another scene.
It's hard to say wha…
It's a behaviour of Unity's ImGUI system, unfortunately.
Playing with the Project's Color space, and/or that of the Texture's format (as set in its Inspector), should improve the display - certainly the AC Menu system is intended for images as well…
Looking at your Update function, it looks like you're running Hotspot interactions upon releasing the mouse - is that to say that if you hold the mouse down, while skipping subtitles, the new Hotspot interaction is delayed until you release it?
If …
Once a save has been created, its name is fixed.
However, the "Save", "Autosave" and "Load" labels can be translated for new saves. After running the "Gather text" process, these labels will appear in the Sp…
Open up GameCameraThirdPerson and add the following:
public Vector2 LastFrameInput => lastFrameInput;
(I'll make the same change to the next release)
Then, this script should handle it:
using UnityEngine;using AC;public class ResetFollowCam :…
(Quote)
I'm referring to the Scene Manager's Override camera perspective? option that appears before you opt to organise the scene objects.
This'll disappear once a scene has been organised, but you can make the change manually by locating the Scen…
The package on the Downloads page includes a "Remember Cinemachine VCam" component, which you can use without the rest of it.
Attaching it to a Virtual Camera will save its priority, position, etc - is that the data you're looking to save?