If speech is played via a Timeline, it will end when its clip in the Speech Track ends.
A video on the use of AC's Speech Track in Timeline can be found here.
It's also possible to insert [wait:X] tokens into your speech - where X is the time (in …
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Swapping out Managers at runtime should be avoided if at all possible - Menu data be transferred into PlayerMenus at runtime. If you change the asset after this point, there'll be a mismatch between the two sets.
The safest way to do this,…
Custom events are the way to approach this. Through scripting, such events can be used to run code whenever AC performs a common task.
A tutorial on their usage can be found here.
In this case, you'd likely want to hook into the events:
* OnInve…
Variables are the best way to keep track of the finer details of your game's logic.
Rather than having separate variables for each part, though, you should be able to get by with a single Integer that represents how many you've picked up, e.g. &quo…
What are your AC and Unity versions, and is it possible that another (invisible) Menu is blocking the mouse detection on the second icon?
I'd need to see your full Menu and Settings Managers. If you can PM me your 8 Manager asset files, I'll take …
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No. So long as you don't overwrite the original language's text - only translations - the scenes only need to be in the Build Settings during the "Gather text" operation.
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The naming convention of expected audio for your P…
As this is venturing into combat-system territory, and away from what AC is designed for, I'd recommend relying on custom scripts for this kind of behaviour.
The "Combat Example" package over on the Downloads page demonstrates how AC NPCs…
Is this a case of the text within the speech Action being truncated, or the display of it within Unity UI?
If you're using Unity's provided Text component, you can set its Vertical Overflow property to Overflow to prevent truncation - but I recomme…
The "FlashHotspots" input, if defined in Unity's Input Manager, can be used to highlight / show icons for all Hotspots in the scene.
For it to take effect, your Hotspots must have a Highlight component assigned. The Highlight component i…
You will need to temporarily add your scenes to the Build Settings to have them be included in the "Gather text" operation.
For your languages UI, you can replace AC's provided "Language" cycle element with your own set of UI Bu…
You can attach a Trigger to an NPC to have them react if the Player gets too close. As part of that Trigger, the Character: NPC follow Action can be used to have them follow the Player.
I can't make out from the video - but are you using your own Event System and/or Input System? The issue might be a combination of factors/systems that are all wrangling for control over UI selection.
Also, what is your intent behind UI selection?…
Welcome to the community, @Crio.
As the scope of possibilities greatly widen when AC are and UCC together, the integration is intended more as a starting-point for further customisation, rather than a "one size fits all" template.
Having…
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Unity's Canvas Group can do this for UI components, but AFAIK there's no equivalent for scene sprites. If you renderer the illustrations using Unity UI, you could do it.
Managing separate layer transparencies could be done through script -…
The 2D Demo does something similar for its Exit Hotspots to the left and right edges of the scene.
When using CHTI, Hotspots have an additional Single 'Use' Interaction? checkbox.
When ticked, they'll behave as though you're using Context Sensitiv…
You'd need a short script that reads the state of the selected Objective, and affects the appearance of the tick based on that.
If your Menu uses "Adventure Creator" as its Source, you'd need to create the tick as a separate "Graphic…