It'll need a bit of custom scripting, but not much.
Define an "Unhandled Inventory" Interaction to your Hotspot, but don't assign an Interaction ActionList. Then, create a new C# script named AutoPlaceIngredients, copy the code below, an…
Welcome to the community, @Eldritch_Horror.
You'll need to have a Sprite object in the scene, which will be the object you want to change the sprites for. This is typically a case of just dragging the first sprite in the animation into the scene.
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How are you updating the character's animation based on the expression? I'll need to see screenshots of the way the two are linked.
Also, open up AC's Char.cs and look for the first of two SetExpression functions:
public void SetExpression (int I…
Welcome to the community, @Paesant.
Keep the "Bathroom 3" sprite showing in its Inspector - what happens to it when the issue occurs?
If you can share a video or screenshots that show both the background and the ActionList involved, I ca…
Welcome to the community, @centurions90.
If the Action is run from an ActionList that blocks gameplay (i.e. its When running property is set to Block Gameplay), then regular gameplay menus - such as the default "Menu" button in the lower-…
AC will limit interactivity of a menu to either mouse or direct control - not both simultaneously.
If you're able to use direct control during gameplay, that should typically only occur through use of the Engine: Manage systems Action to allow for …
Yes they can - what's your Trigger's detection method?
If set to Rigidbody Collision, the NPC will need a Rigidbody + Collider pairing, or Character Controller, for it to react with the Trigger.
See the Manual's "Lip syncing" chapter for details on AC's lip-syncing features.
With lip-syncing enabled, a Sprites Unity Complex character can be assigned a Float parameter that is mapped to the normalized phoneme frame.
If you're usin…
I'm not clear on what it should be looking like because the two lines aren't showing the same speech text. For a proper comparison, set the non-working speech text to match the working one.
Thanks for the files - but the icons are selectable on my end, strangely.
From the video it looks like the first icon is selected before the mouse hovers over it - is that the case? It may be that the menu is under direct control - try using the H…
It's because you're using a parameter to set the dialogue text. This text is detached from the Action, so AC cannot recognise it as speech text as part of the Gather Text process.
You need to create a dedicated speech Action - with the text set wi…
The correction of variable values upon skipping should be automatic.
What are your AC and Unity versions, what input system are you using, and is the ActionList involved being run directly or via another ActionList?
Any details/screenshots you can…
Through scripting, you can hook into the OnMouseOverMenu custom event to record the last Inventory Item that was highlighted:
using UnityEngine;using AC;public class RecordActiveItem : MonoBehaviour{ void OnEnable () { EventManager.OnMouseOverMe…
Welcome to the community, @moonlady.
Your AC version is five years old, and not compatible with Unity 2020.
You can import the latest AC release form your list of purchased assets in the Package Manager.
Whether or not the Player moves to the Marker is a per-Interaction option.
Once you've assigned the Marker in the Hotspot's Inspector, you'll then have to set the Player action field for your Interaction to Walk To Marker to have them move there be…
Dialogue System is certainly a great tool and choice for use with AC, but if you simply want to have the user click before moving on with a line of dialogue, you can check Display subtitles forever until user skips it? in the Speech Manager.
The Object: Call event Action can be used to invoke a function on a non-AC component from within an ActionList.
You could try using this to enable the Global Volume component, and keep it disabled by default (the component, not the GameObject).