Welcome to the community, @Yaong.
As AC is intended for more traditional, non-combatative adventure games, it really comes down to how involved/dynamic you want such sequences to be.
If an enemy is only encountered at very controlled/specific part…
I haven't used it myself, but I don't expect there'd be an issue with it running in the same scene as AC, as it doesn't overlap in terms of functionality.
It really depends on how you'd incorporate it into your game. If you wanted a character to e…
You can check if a given Menu is currently on with:
AC.PlayerMenus.GetMenuWithName ("MyMenu").IsOn ()
To iterate through all Menus (excluding Narration):
bool AreAnyMenusOn (){ foreach (Menu menu in PlayerMenus.GetMenus (true)) { …
Have you tried the "Default" texture mode and toggling the sRGB option it provides?
Besides the texture itself, Unity has a global color-space option within its Project settings. What is this set to, and which render pipeline are you usi…
In AC terms, a Conversation object is essentially just a list of options. It's not technically aware of what NPC that Player character is dealing with - as clicking an option can cause any character to speak if you allow for that in the response Ac…
Welcome to the community, @DevlinSealand. What are your AC/Unity versions?
If the Player's position is affecting interactivity, then it may be a collider issue - either one not being in the right place, or overlapping the Hotspot.
Does your Playe…
This is for the Action's "Play Custom" method?
You can change this by opening AC's AnimEngine_Mecanim script and replacing the "2" with "10" on line 615.
The other approach would be to use an Animator parameter to con…
Currently, the feature works by detecting if the game begins in Direct control, rather than it being set at runtime.
Are you switching to Direct control mid-game? If so, enable this by default - does it then work?
It's a colour-palette issue related to Unity's ImGUI system, which "AC"-sourced Menus rely on. Unity UI-based Menus don't have this issue.
Share a shot of your texture's Inspector - it'll show the Import Settings. Normally you can fix t…
I'll need more details on the issue. What are your AC/Unity versions, and what kind of Camera are you dealing with? Screenshots of both the camera's Inspector, and your Settings Manager, will help with recreating the issue.
It's not specifically the presence of subtitles, but that of a cutscene - which may or may not include dialogue.
By default, the cursor will be hidden during cutscenes - but you can assign a dedicated "Cutscene cursor" graphic in the Curs…
What's your AC version?
Rather than having two such elements in both the Subtitles and Conversation menu, in the same place, it's probably better to have this in a separate Menu that only shows the portrait.
If you set this Menu's Appear type to M…
A third test, if the above makes no difference:
Switch back to AC's StateHandler updating the camera, and then replace GameCamera's line 212:
? Vector3.Lerp (Transform.position, desiredPosition, Time.deltaTime * dampSpeed)
with:
? Vector3.Lerp (…
You're getting more jitter with AC MainCamera because it's being updated in LateUpdate, which will be out of sync when transferring GameCamera values from FixedUpdate.
Is there any difference if you set the GameCamera's "Follow speed" to …
I've been taking a look inside UCC's code, and it looks like characters and cameras are updated in FixedUpdate, in that order.
This might be a bit of a shot in the dark, but I'd hazard a guess that - if you use a custom view type - it'd be best to …
There's not really a tidy way to do this, but it is possible to have a custom script search a given ActionList for such lines, separate them, and re-assign the IDs:
#if UNITY_EDITORusing UnityEngine;using AC;public class SeparateSplitActions : Mono…