Thanks for the details - though it sounds like the Garbage Collector is more of a knock-on effect, rather than the source of the problem.
If you don't mind, could we do a bit more testing to try to find the root cause?
To do this, turn the option …
Yes, you can do this by hooking into the OnClickConversation event:
using UnityEngine;using UnityEngine.UI;using AC;public class SpeechLogger : MonoBehaviour{ [SerializeField] private Text textToUpdate; private void OnEnable () { Ev…
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It's updated. The arrow's position can be adjusted through its Inspector and through script.
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The script is unrelated to the arrow / speech menu - it is for individual characters. As you earlier said, you are using an Animator atta…
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Change another option, Apply, and restart.
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After selecting it in the Hierarchy, pause the game and view it in the Scene window. If it shows when the Dropdown object is disabled, it's a sorting issue.
The FP package itself doesn't override AC's First Person movement system - it should be the same as with AC itself.
The asset now uses AC's new Template system for installation - did you click "Apply" to have AC install it, or copy over t…
Rather than using the "ActionList when turn off" ActionList to control the state of your Main menu, have it be controlled as part of the Options menu's "Close" button logic.
If you're using "On Input Key" to automatica…
You'd need to unlock the Menu after the scene change.
You can either add another hotspotMenu.isLocked = false; statement to the OnDisable function, or use the Events Editor to use the Menu: Change state Action to unlock the Menu as part of the Scen…
If you're just looking to implement strafing - not actual First Person perspective - assign a Transform to the Player's DirectMovementTargetLock property instead.
Have this be an empty GameObject in the scene that positions itself a set distance aw…
They can reference a prefab, but not use the Constant ID system to have it refer to the prefab's scene instance at runtime.
In this case, however, you don't need it to - as the script/prefab accesses the Player only through static references.
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It should retain the change automatically. Are other options (e.g. Anti-aliasing) being restored correctly?
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Are you using Unity UI for your cursor rendering? Select it in the Hierarchy at the time to see its state, and check that …
The Speech Bubble menu self controls its position and that of the arrow. I will update it with the ability to configure the arrow's position and direction.
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You wouldn't rely on a variable, as you'd need a separate one for each NPC. Instea…
If your camera is constrained by a background, and uses the Player as its Target, is that to say you're using a GameCamera 2D?
A camera with such settings will be under its own positional control - it'll be positioning itself automatically to show …
You can quick-turn the Player by calling their SetLookDirection function, passing in the inverse of their forward direction:
AC.KickStarter.player.SetLookDirection (-AC.KickStarter.player.transform.forward, false);
To call this from an Active Inpu…
Welcome to the community, @jeancallisti.
There are two ways to skip the demo game's cutscenes.
If you define an input named "EndCutscene" in your Input Manager, pressing it during cutscenes will skip them. Details on all inputs availabl…
This script will set a Global Bool to True when the Player is on the right of the screen, and vice-versa:
using UnityEngine;using AC;public class PlayerScreenSide : MonoBehaviour{ public int variableID; GVar variable; void Update () { …
At least when it comes to AC, editing the source code should be avoided when possible - as it'll mean such changes are reverted upon importing an update.
The alternative that AC provides is to hook into custom events - which are essentially "s…