As part of a game's save data, the visibility states of your Menus and their elements are recorded.
You can still add additional elements, Menus etc - but loading an earlier save made without them won't affect those new entities.
Despite what gets…
How long is the sound? The intent is for the assigned clip to be very short.
You can use a custom script, however, to end the sound once scrolling has completed:
using UnityEngine;using AC;public class StopSpeechAudio : MonoBehaviour{ private …
Try creating the Path as a separate NavMesh, and then using the Scene: Change setting Action both before and after the Character: Move randomly Action to switch to it, then revert back to the deault afterwards.
A fix will be included in the next release.
In the meantime, you should be able to apply a temporary fix by opening AC_Trigger.cs, inserting the following at the top of the CheckForPoint function (around line 421):
if (_collider) return position =…
In what context - when moving a First / Third-person camera?
If so, it's the CursorHorizontal / CursorVertical inputs you're dealing with - you can check this by applying a "Scale" Processor to them in the Controls asset. Is this Scale v…
It's a custom script, yes - available on the AC wiki.
It should work in 2D, however. Putting aside them not sticking to the path, do they at least to random points in the scene?
For the restriction of movement to a road in the scene: currently, y…
Is the screenshot taken while in Edit mode? It looks like the UI Button has become unlinked with the Button element in the Menu Manager.
Try re-dragging the Load Button component into the "Linked Button" field shown in the screenshot - t…
What is the Speech scroll audio is field beneath set to?
If set to SFX, such sound will be played from the scene's "Default Sound" object, which you can set at the top of your Scene Manager.
If set to Speech, sound is instead played from…
Apologies for the trouble. I've looked into this - it's indeed a bug.
I'll sort an official fix for the next release, but you should be able to apply a "quick hack" by opening AC's PlayerInput script, looking for the InputGetButtonDown f…
Generally speaking, there are two main ways to approach this.
One is to create a regular Menu, and then alter it dynamically - using the Menu: Update content Action - based on what item is being shown. A tutorial can be found here.
However, if th…
Sounds similar in style to the "Screen-space Hotspot detection" UI template available on the Downloads page.
This template uses an invisible screen-space circle (with a distance check) to determine which Hotspots are interactive - inspire…
If the sound is unique to each speech line, you can use the Speech Manager to assign individual audio clips - see this tutorial for details.
If instead you want to have a sound that plays as each character appears (due to the "speech scrolling…
We'll need to do some digging before we can know:
* Are "save" icons showing?
* Do you have any other assets installed that may affect the way the Hierarchy window is rendered?
* If you click in the space that they should appear, does the…
The Console will tell you of the reason for the Build error inside its Error messages - of which there are six in your first screenshot, but only three shown.
Run the build process again and hide the Warning messages so that only Errors are shown -…
Welcome to the community, @goffey.
You can configure the exact behaviour of the Highlight effect within the Highlight component's Inspector, but the default values will be enough for it to work - provided it can work with the material and render pi…
That's correct - what does your "FrameEventHealthPostProcess" ActionList look like?
Generally, this should be a simple background ActionList that simply checks the value. If you want it to then run something more substantial (e.g. a line…
To create a cutscene that spans multiple scenes, you can use an ActionList asset - with Survive scene changes? checked in its Inspector. If this ActionList uses a Scene: Switch Action, it'll pause until the switch completes, and then resume.
To re…