Apologies - it's been a while since I've looked at this area, so I'm a little rusty on the behaviour.
If a Narration line has regular speech audio (i.e. audio directly associated with that line), then that will be played from an auto-generated Spee…
Custom Remember components are possible if necessary (tutorial here), but you should be able to get by with Remember Animator.
Is it possible to combine the green/red doors into a single white door, and then affect its colour in the Image component…
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It's a global setting, at the top. "Show runtime values?" - sorry, not "realtime".
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Very strange. What's your Unity version, and what OS are you working on?
Would it be a hassle to PM me your project as a .zip …
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I'm not sure I'm following you 100%, but each of the AC/Localization integration features are optional. Having Localization imported into your project won't make any changes by default.
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Are ungathered text linked to AC via e.g. Men…
If I'm following you right, this should be possible by defining an "Unhandled Inventory interaction" on the Hotspot itself.
This Interaction type will take priority over "Unhandled interaction" assets defined in the Inventory Ma…
Unless you create a dedicated "Narrator" NPC, narration scroll audio will to play from the scene's "Default Sound" object, as set in the Scene Manager.
You could set this Sound's type to Speech to have it sync to Speech volume -…
A bug, most likely.
Open up AC's ActionRaycast script, and look for the following around line 100:
if (directionMode == DirectionMode.ToSetDestination){ runtimeDestinationTransform = AssignFile (parameters, destinationTransformParameterID, dest…
The Player component's Animator (optional) can be used to specify which Animator to use - this will remove ambiguity and stop the warnings.
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Oddly, the code change should have replaced the error with a regular log message - if nothing change…
As in, a Macbook trackpad?
A two-finger drag will pan, and holding down Alt while doing so will zoom. You can right-click to bring up the menu and choose "View -> All" to zoom out to view all Actions.
Welcome to the community, @krupek.
AC comes with a Graphic Options UI template, that can be used to let the user configure resolution, graphic quality and more.
To install it into an existing game, use the New Game Wizard and choose "Modify e…
Thanks for the details.
This looks to be related to the Graphic Options UI's "Global String Variable", which stores its related data.
By default, this should be linked to a Global String Variable named "GraphicOptionsData" - is…
AC integrates with Localization in two key ways:
* Text lines gathered in the Speech Manager can be synced with Localization entries.
* The game's language can be synced with the Localization language.
"Custom translatables" (see the Man…
Welcome to the community, @tis_I_jb.
I'll need some more details about the issue to get to the bottom of this.
Could you let me know the exact error message that appears - stacktrace included - as well as your Unity versions, the time this message…
Turns out the Conversation options wasn't a big issue - I've updated the Chat Log to include clickable Conversation options, and added it as a package to the Downloads page.
On the 2D/3D topic: there is an asset on the store that assists with 3D ch…
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Sort of - I can get the "What was that" line to repeat if I press "c" at this time.
One thing I'm noticing is that many of your ActionLists end with an ActionList: Run Action with Wait until finish? checked. As these ar…