What types have you excluded from the Speech Manager's Translatable text types field? If you select a typical line of one such type further down, does it correctly omit translation fields?
As a test, try opening up AC's ExportWizardWindow script, …
You'll need a custom script that listens out for the input, and runs the interaction by referring to the LookAt icon's ID:
using UnityEngine;using AC;public class RightClickLook : MonoBehaviour{ public int lookIconID = 1; void Update () { …
The Click Marker prefab will spawn on the first click. For holding the mouse down, a custom script may be necessary.
What are your current "Movement settings" properties in the Settings Manager?
OK, I've done some digging on this. The issue is that AC is updating it at the same time. This'll be compounded if your Menu has a transition - or does it appear instantly?
If it uses a transitionn, the most reliable way to avoid the conflict is …
Check the Constant ID values of the three objects involved - that being the two Conversations within the scene, as well as the Conversation prefab the ActionList asset directly references.
When an ActionList asset references a prefab, it will first…
Have you imported v1.78 fully, without omitting any files for import?
To be sure you have imported all of AC's scripts, re-download the package - and then in the Import window, uncheck all except the "AdventureCreator/Scripts" folder. Th…
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When dealing with AC menus, it is. If you're using Unity UI, however, the click input is based on your Event System.
By default, buttons are interacted with when the Submit input is invoked - if you're using Unity UI for the Conversation m…
Yes - the custom script works by overriding the Interactable state of your Buttons, irrespective of what AC wants to select.
The best time to update these states is only when the UI is changed - i.e. the Menu turns on, or the options are shifted. …
The Engine: Call event Action can be used to affect its "enabled" state, but it requires both the ActionList and the character be in the scene file.
To have it work across prefab/asset files, you'll need to modify the script by adding a b…
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Is the "Movement method" stil a factor here?
Can you share screenshots of your Player's full root Inspector - both in Edit mode, and at the moment the issue occurs?
Also at this time, does the Console report anything - and does t…
Thanks for the details - indeed, it's down to the NavMesh Agent Integration component.
A fix for this is already set to be included in the v1.79.0 release. In the meantime, you should be able to address it by opening NavMeshAgentIntegration.cs, ma…
To help understand the context: is the intent for this to provide variance to the idle animation, e.g. a "waiting" animation that plays if the idle animation has looped for a while?
The Animator doesn't have a means to do this by itself -…
I'm not able to recreate the issue so far - I'll need a few more details.
* What are your AC/Unity versions?
* Are any custom scripts involved?
* Does the Player rely on root motion?
* Is that character pathfinding at the time of the switch to Dire…
Set your characters Turn speed values to -1 to have them turn instantly - this will help them stick to a fixed point on the Y-axis if both they and the target have the same Y-position.
What movement method does your game use?
If you're using Direc…
The Settings Manager's Hotspot ray length value determines how far from the camera Hotspots can be detected with the cursor.
Hotspots will also be undetected if there is a collider on the Default layer in front of them.
Thanks for the details. I've tried recreating the issue from your description, but I'm not able to get the same behaviour. If the cursor is locked, free-aiming ought to be enabled by default.
Is this all happening in the same scene, and are you a…
I'd say that's a good way of doing it.
If you do need to switch between multiple true Narration Menus, you can do this by keeping only one unlocked at a time.
When a Menu is locked, it will not turn on even when its Appear type condition is met.
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I should stress that AC isn't a platform-game engine. Custom scripting / a dedicated platformer asset would be necessary for robust platform mechanics.
See this comment by Stefan in this thread regarding the two main approaches to this issue:
htt…
Sorry, I think I'm missing something.
The StatUpdateExample script in that thread only deals with Variable values as you add/remove items from a Container. It doesn't reference any parent object or visibility state. Have you since modified it?