How far along your four steps are you getting things to work? Certainly the first three should be possible without need for any scripts.
For the "Combine" button - this could be an Interaction, with an icon assigned from the Cursor Manag…
If you set a Menu's Position type to Manual, you'll have full control over it - AC will not reposition it itself.
If you can elaborate on what you're trying to do in more detail, I can try to give more specific advice.
There shouldn't be a need for the use of TextMesh Pro any more - events can be used to update the Text Animator component when speech plays.
Something like this may be enough:
using UnityEngine;using AC;public class TextAnimatorSpeech : MonoBehavi…
You say "most often" - is there a pattern to when it occurs vs doesn't?
The ActionList looks correct - the transition is waiting until it finishes, and the ActionList itself blocks gameplay.
If you add a Dialogue: Play speech Action afte…
How far south are they offset by, and is it always in the same direction - regardless of their orientation?
Check that the child objects in your own Player's Hierarchy are not offset. The "EthanSkeleton" and "Doctor Young Guy" …
Could you share screens/details of your Player Inspectors and the way they are animated?
As a test, what is the result of opening AC's ActionPlayerSwitch script and adding the following to the end of its OnSpawnNewPlayer function (around line 294)?…
This should do it:
using UnityEngine;using AC;public class ContinueSpeechButton : MonoBehaviour{ public string menuName = "Subtitles"; public string buttonName = "Continue"; private void OnEnable () { EventMan…
Do you have Items can be re-ordered in Menus? unchecked in the Settings Manager's "Inventory settings" panel? If unchecked, empty slots should be removed automatically.
If checked, is this otherwise necessary for your game's design? If …
The name should show by default - did you hide previously from within the Menu Manager's Subtitles menu?
Check that you haven't reverted back to the default Managers - if you import AC in full, you will need to re-assign your Managers by double-cli…
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Clicking an item doesn't necessarily equate to selecting it.
If an item becomes selected, however, the event will fire - regardless of the interaction method.
What is your "Interaction method" set to?
If "Choose Hotspot The…
Having your own subclasses replace defaults should just be a case of replacing them manually in the GameEngine or PersistentEngine - once present, the usage should be automatic.
Welcome to the community, @ywywww.
It really comes down to how you'd like the two to integrate. Would you be looking to just have Text Animator be used for AC speech?
The "cursorDisplay" property refers only to the "main" cursor.
You can get API references to the Hotspot and Cutscene cursors by right-clicking their texture fields:
AC.KickStarter.cursorManager.mouseOverIconAC.KickStarter.curs…
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For an object to be re-spawnable via the save system, it'll need to have a unique filename and be placed in a Resources folder (or made Addressable). More on this can be found in the Manual's "Saving asset references" chapter.
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If the overlay option is checked, the screen shouldn't be turning black during the transition - it may be a bug if so.
Could you share an image of the Action and your Settings Manager's "Scene loading settings" panel?
A custom script that hooks into a speech event can achieve this.
How are you determing that a character has finished speaking? At the point of scrolling completing, or audio finishing?
Noted, thanks for the feedback.
Something that does go some way towards this are the Downloads and Wiki pages, which both include templates/scripts to achieve specific interaction types.