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This restriction should be lifted in the current release.
However, it should be used with caution due to the way preloading and Addressables work.
It's not possible to preload more than one scene at a time - and once you do preload a scene…
Can't think of anything on the AC side of things - ultimately it's still a regular AudioSource placed in the DontDestroyOnLoad scene, which is Unity's standard practice for cross-scene music playback.
Try tinkering with the AudioClip's properties, …
Yes, you'll need to re-gather - be sure to back up beforehand!
After gathering, empty strings should then be gathered up in the Speech Manager. Like I said, it's a bit hacky, but should cause empty lines to then be respected by the translation sys…
You don't need to add the RockThrowing script to your NPC - only the rock object that is thrown.
If you've got the script on the rock in the scene, and have the Action reference that rock, then the function should fire correctly.
I have updated th…
You'll need to share details of all the objects involved - including the Rock with the Rigidbody.
The Action is only necessary if you want to call it from within AC. You can click Run now in the ActionList's Inspector to test it, but when you run …
You can call an ActionList's Kill method to stop it running:
using UnityEngine;using AC;public class StopBackgroundSpeech : MonoBehaviour{ public ActionList[] actionListsToStop; private void OnEnable () { EventManager.OnStartSpeech_Alt += Sta…
You need to check Add directional suffix?, so that the animation becomes "pick up_L" / "pick up_R" depending on their direction. The frame-flipping settings will then be able to kick in.
Attack mechanics aren't a part of AC, which is for traditional non-combatative mechanics. For a rock-throwing system, you'd need to rely on a custom script that has a function that causes e.g. a Rigidbody to have a force applied. For example:
usi…
In which AC version?
This could mean that you have either no AC MainCamera, or no Cursor Manager is assigned. Though, if these are the case, AC should be giving separate warnings.
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A speech line is automatically connected to its associated character upon playing. If you want to add some custom behaviour when a specific line is played, affecting that specific character, you can have a script hook onto the OnSpeechStart…
All tutorials - both video and text - can be found on the Tutorials page.
A series of text tutorials related specifically to 2D games can be found here, while tutorials on getting started with interactivity can be found here.
These latter tutorial…
No - it's only when handling lip-syncing.
If your situation is less to do with that, and more about animating them this way generally, then I'd recommend leaving out AC and opting for a Unity-only solution.
I couldn't say how expensive the tecniqu…
Any additional details you'd like to share of your situation would help fully understand things, but yes - it does make sense.
Remember components aren't processed in a particular order - it might be that another situation has A load before B.
You…
These are ActionList assets?
One approach would be to "prime" the closing asset's parameter values, using the ActionList: Run Action's Set Parameters Only option. If you run this from within the opening asset, you can transfer shared par…
Don't worry @RealHandy - the wiki is there to be edited by the community.
Though, I'm not sure I'm following the change.
The code you're changing is within the OnExitGameState event - where the passed "gameState" parameter you're exiting…
I've had a look, but I can't see an issue.
Sorry if it sounds stupid, but is it a case of instead needing to be set to "Right Mirrors Left"? I'll concede the wording is a bit confusing.
Otherwise, share images of the Actions/Inspectors …