Thanks. The video shows the issue, but I'll need to see the Player's full Inspector (including their Rigidbody 2D) both before and after the issue occurs. It gets hidden in the video because the Player is a separate object for each scene - but if …
If you're using Blendshapes to animate the lipsyncing with Rogo, then there'll be a conflict with the Shapeable - since both are vying for control over the shapes.
It'd be best to stick to one or the other, but you could feasibly make use of a cust…
After looking into this: I'll be keeping these two variables separate, as there is a subtle difference.
However, I shall move the MAX_SAVES variable to a property in the SaveFileHandler scripts, which can be overridden through simple subclassing.
You can do this either from a custom Action, or by using the Object: Send message or Object: Call event Actions to trigger code in a custom script.
Any Manager field can be modified at runtime - just right-click its label to get an API reference to…
Inferring from your earlier post, am I to take it that this works until you remove the Character Controller?
There's nothing custom attached to the character - at least not that I can see. If you'd like, you're welcome to PM me a .zip of your proj…
Thanks for the PM.
It's a bit of an edge-case, as you're selecting Hotspots manually through script, but not relying on a custom Interaction method.
For this situation, you'll need to call the SetActiveHotspot function manually at the same time th…
(Quote)
Yes - a SavesList element set to "Load" will have a similar ActionLists asset field.
In the case of loading, however, you'll likely want to run an ActionList that fades-out before the actual loading occurs.
To do this, uncheck Lo…
I'm not following your explanation. What is it in general you're trying to accomplish?
If you can share screenshots that illustrate what you have already, with a description of what's not working, that will help clarify the situation.
When dealing with branching options that lead to further options, you're best off using the Dialogue: Start conversation Action's Override options? feature, which lets you keep all responses within the same ActionList.
If the good/neutral/bad choic…
As this is a visual issue, I'm not totally clear on the problem you're describing without screenshots. However, the MainCamera's RecalculateRects function will update camera aspect ratio data:
AC.KickStarter.mainCamera.RecalculateRects ();
There may be more to it - are you able to stop Tin Pot from moving by removing their Character Controller?
What other components are on your character? There may be interference from another.
There's a hard-coded limit to the number of saves on line 53 of SaveSystem.cs:
public const int MAX_SAVES = 50;
I'll look to see if this can be removed/merged with the exposed option in the Settings Manager.
(Quote)
If your Main_menu Player only exists in a single scene, an alternative to this approach would be to disable Player-switching, and place the Main_menu Player in the Main Menu scene directly. When Player-switching is disabled, a "local&q…
No problem. I can also confirm that the ability to assign a texture to a Document page will be included as part of AC's v1.78 update.
On the topic of memory: these images will be able to overridden through script - so it'll be possible to use e.g.…
Thanks for the details.
Remove the TapUp script and try this instead: open up AC's PlayerInteraction script and look at lines 612 and 739 (using the latest release).
Both lines should mention MouseState.SingleClick. Replace these to MouseState.Le…
What's your Unity version?
We'll need to see if this is an issue with the scene, or with your character. To do this, temporarily disable your own Player and drop Tin Pot - the Demo game's Player prefab - into the scene. They can be found in /Asse…
Try checking Duplicate for each Hotspot? in the Hotspot menu's properties.
Otherwise: the setup is too custom for me to recreate. I'd need the project itself along with instructions to see it for myself.