When using Player-switching, AC keeps track of each Player's scene. When a scene is opened, AC will spawn in any Player - whether active or not - that is set to be in there.
If you're relying on AC entirely for the Player's scene presence, then ch…
Is that v1.81 as in v1.81.0? This sounds like a bug that was addressed in v1.81.1. From the changelog:
* Fixed: ActionList assets not properly referencing scene objects in v1.81.0
A Player's animation method won't impact their presence in the scene.
It's not possible, however, to rely on both Player-switching and local Players (i.e. Players within the scene file). If Player-switching is enabled, you must rely on AC at all t…
I'm not so sure it was a mistake on your part - the default behaviour should be that prefabs use "0" unless explicitly set to do otherwise.
If this occurs again, can you let me know with steps to recreate?
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The latter can be done using the same Auto Lip Sync component that Tin Pot uses for the 3D Demo.
Otherwise, it'd be a case of working out what lipsync mode/settings you want to use for the character, and then altering the method when they s…
The integration doesn't affect materials, so I'm not sure of the cause there.
What are your AC/Unity versions, and does it work if you drop the same character (i.e. the Player) into the Action directly, rather than checking Is Player??
Any compari…
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That's right - though, going back a step, it should be that the Constant ID/Remember components all have an ID value of 0 when viewed in the prefab, so long as Retain in prefab? is (correctly) checked.
Is the first screenshot is from the pr…
It's a bit of a workaround, but you can do this by using a Global Float variable, linked to Options Data, to control the volume instead of the built-in value.
Create a new such variable, link it to the Slider, and then have the Slider's "Actio…
Can you share a wider screenshot of the character's full Inspector? I'll need to see the uncropped images to get the full situation.
If the character is moving, but not animating, however, the most common cause is the Idle -> Walk transition. …
Thanks for the details. Yes, it's likely Constant ID-related.
The most immediate likely cause I'm seeing is that you're manually setting the ID for your Remember Scene Item component - meaning each instance in the scene will have the same value.
…
Can you share the properties of the Subtitles/Speech menu that should be appearing? Its enabled state really shouldn't be affected by the speech placement child - you're certain it's not listed in the Hierarchy when this is set?
As with your other…
using UnityEngine;public class CopyOrthographicSize : MonoBehaviour{ public Camera cameraToCopy; public Camera cameraToPaseTo; void Update () { cameraToPaseTo.orthographicSize = cameraToCopy.orthographicSize; }}
You might be able to achieve this using Timeline, as Unity provides a VideoTrack track type that supports blending - found here:
https://docs.unity3d.com/Packages/com.unity.timeline@1.5/manual/smpl_custom_video.html
You could feasibly rely on a pa…
Welcome to the community, @reismahnic.
The options dispayed on-screen are detached from the speech that clicking them may result in.
Though you could potentially make use of custom scripting, I'd say the "Icon texture" field would be the…
I wouldn't expect the ScreenshotCam should have the custom camera movement script attached, as it'll be following its MainCamera anyway. You may need to have a script to have it copy the MainCamera's Orthographic size, though.
Does it work if you …
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There's no hard limit, though you may want to reference them via Addressables if you have many, as this'll avoid having your Settings Manager directly referencing them (and thus all being loaded upon startup). That's something that can be d…
Rely on a Sorting Group component, attached to the same object as the Follow Sorting Map. If one is detected, that'll be the only "Order in Layer" value that gets (and needs to be) affected.
This isn't involving AC, just Unity's animation tools. There's no need for Actions / events.
You can animate a GameObject's "enabled" state within the animation clip itself.
When creating your animations within the Animation window, and…
I still need to see all intended screenshots - I'm not getting enough details to work with.
To be clear, the "Map1 -> Lobby" transition works, but not "Bathroom -> Lobby"?
Not easily. How many lists are we talking about?
If copying over scenes completely isn't an option, I'd say you'd want to look into converting your scene-based ActionLists into asset files (via the cog menu in their components). You can then move…