You can adjust the Sprite's "Pixels Per Unit" setting to control its size.
For position, you may have luck with adjusting the sprite's border and pivot point in the Sprite Editor, but I'm not 100% sure how TextMesh Pro reacts to such sett…
Within AC menus, this option will only affect the Text colour. I ought to hide this option if if "Display type" is set to "Icon Only" - apologies for it being misleading.
If you Turn Off a Menu, then that Menu is still bound by its "Appear type" condition, so is able to turn on again automatically if that condition is still met.
Locking a Menu will prevent it from turning on when this is the case.
You'll need to supply Fonts that are capable of displaying the characters in your game's text - their display can't be automatic.
However, if your Menus use Unity UI throughout, you can use the following script from the AC Wiki to dynamically swap …
You can do this by assigning a Sprite Asset in the "TextMeshPro - Text" component of the ChatLogUI's Content object, which is the field that displays the log's text.
Have this asset include your various portrait graphics, with a fixed nam…
That it works for keyboard suggests the issue may be on the Input System side, as it means AC is correctly reading the received input. Are you testing with the arrow keys, or WASD?
If you created a pair of new scenes to test the transition, try in…
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Is that to say that this issue is only occuring in this particular scene?
If the Menu is displaying while set to appear During Gameplay, then is should only either because its been unlocked - or the game is not in Cutscene mode.
You can ch…
The easiest way to run an ActionList when the scene opens due to either way is to clear it from the Scene Manager, and instead attach the ActionList starter component.
From its Inspector, it's then just a case of checking both Run on scene start? a…
The Conversation and Subtitles menus need to rely on their own UI prefabs, and be locked to prevent them from showing. The ChatLogUI prefab is not intended to be linked to a Menu - instead, it is its own entity that gets spawned in via the Events E…
Here's a custom Action that will show the last option if all others are either invisible, or have been previously chosen:
using UnityEngine;namespace AC{ [System.Serializable] public class ActionConversationLastOption : Action { pub…
This is the intended behaviour. OnStart will be run when the scene is opened through natural gameplay, and OnLoad will be run when the scene is opened due to loading a save-file.
I cannot reproduce such behaviour. Are you using the latest release?
Can you share a screenshot of the ActionList involved, stripped down to the minimum needed for the issue to occur?
Welcome to the community, @rubiner.
Unlike regular Subtitles menus, the Chat Log will be displayed on-screen based on command. It needs to be explicitly told when to turn on and off, and this can be done with the template's provided ChatLog_Show a…
It's designed to replace both scripts. It's named BrightnessController as it's intended to be a replacement.
You'll need to update the Slider to have it control the Option-linked Variable's value. If it doesn't appear to work, keep the Variables …
When you say the character does not move at all, is this at all, only after a scene transition, or only when inside a speciic scene?
With Input System, the controls are stored in the EventSystem prefab assigned in the Menu Manager, which AC will sp…
With Unity UI-based Menus, this comes as standard - you can configure the Button component's Transition settings to fade between colours (including invisible) when interacted with.