An Action's comment is actually called after it's run, which admittedly is confusing.
You can amend this by opening AC's ActionList.cs script, and moving line 474:
PrintActionComment (action);
up to around lint 465 (i.e. above the action.Run() ca…
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To be clear: the ID number is shared by both speech and lipsync files.
Use the filtering options at the bottom of the Speech Manager to get your speech lines to show. Try setting the Scene filter to (Any or no scene). That should cause al…
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I can certainly look into a potential option - though it'd be best to work with a real-world example. If you can PM me your game's Speech Manager asset file, that'll be a big help.
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It resets the ID numbers from all gathered assets …
How are you running the Interaction ActionList, and are you setting parameter values at that time? It may be that you're setting HotspotPosition to your intended value, but inadvertently resetting CurrentHint.
It may have already been fixed. In the Changelog for v1.77.4:
-Fixed: Issues with direct navigation of Slider elements in AC menus
Try backing up and updating to the latest release.
Parameter values cannot be translated, and they also cannot predict where they will be used. It's also the case that speech translations contain more data than regular translations - speaker, audio, etc.
One way to parameterise this situation is t…
The Object: Add or remove Action can accept Inventory Item parameters, but it'll instead look to the item's dedicated Linked prefab field, not a Property defined in the Properties tab.
This field can be found just above its Main graphic field in th…
It'd be down to what the value is of your "CurrentHint" parameter at the time the list is run.
Are you setting it inside the ActionList: Run Action, or by some other means?
If "CurrentHint" is set to an object in the scene, it …
Welcome to the community, @BokeTsukkomi.
Admittedly I'm looking at the ActionList out of context, but I'm not sure I follow the lists logic. The first Action runs a null-check on "HotspotPosition", but its then "CurrentHint" th…
Welcome to the community, @digistrats.
The method of reading Lipsync files and Audio files are always the same: if you're using Addressables for audio, you'll similarly need to use Addressables for lipsyncing.
You should fine that the Speech Manag…
Sorry, I'm not following your description too well. You say you can't move the sliders - is that literal, or are you getting incorrect values?
As you mention steps, I take it you're using a Unity UI Slider component? What is the exact behvaviour …
The script shouldn't require a "Use" ActionList - it should kick in at the moment the Inventory gets selected.
Place a Debug.Log statment inside the OnInventorySelect function, i.e.:
Debug.Log ("Selected " + invInstance.ItemLab…
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Yes - the data related to options is part of the Conversation, not the Action that runs it.
It's possible to clear this data through scripting - if your NPC conversations were sequential (i.e. you didn't return to NPC A after speaking with …
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I don't see it coming to that, but I'll need to be able to recreate the issue on my end.
As copying your Inventory into the Demo works, I'll need your full Menu manager - all UI assets included.
The easiest way to provide this is to tempor…
I think this is a case of trouble caused by trying to extend AC's drag camera with additional features, while also looking to add yet more once all were working together.
IMO, it's best to start over with a fresh camera script - and focus purely on…