Welcome to the community, @ArkoFlake15, and thank you.
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Sorry, I'm not too clear on your meaning here. Is it a case of the character stopping halfway-through, or missing parts of it?
If you can, a video or gif that shows the issue would be…
To have the Spine integration save changes to a "Standard" character animation, an update to both AC and the Spine integration script will be necessary. I will make these changes as part of the next update.
It should be possible, but custom scripting will be necessary - so it'll depend on exactly what indicator you want to have. Can you share a mock-up screenshot?
Adding HeldItemMarker directly shouldn't prevent the Player from being able to be spawned in - that's the intent behind the Constant ID system.
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Can you share full-screen screenshots of this workflow? I'll need to be more clear on where/how…
The default ClickMarker prefab is for 3D games - so its orientation is not right for 2D games. You'll need to create a copy, modify it (i.e. rotate it so that it appears correct for 2D) and assign that instead.
It looks like it's not a translation issue, but a UI issue.
The Default_MenuManager's Conversation menu is not set up to handle a dialogue option this long - it's being cut off in the UI, but if you select the Text component in the Hierarchy you sh…
After removing the Menu from the Menu Manager, the UI prefab will no longer be automatically spawned in at runtime - you must place the prefab inside the scene Hierarchy.
In code, PopUps are essentially integers but with a limited range. They're mainly useful in the Editor, as you can then access their labels.
You can set a PopUp value with its SetValue function.
Scene Markers are separate from the "Click Marker" field in the Settings Manager - they just share similar names.
A Scene Marker is only visible in the Editor / scene view - it won't be seen in-game.
The Click Marker prefab you assign wi…
I have updated the script above to fix the error message.
Try this on a Skeleton Animation component that isn't part of a Character first, i.e. the one you're controlling with the Object: Animate Action.
If you want it to show when hovering over an item, but not when an item is selected, it's best to rely on script for the whole behaviour. You can also update the description text box in the same script - no need to rely on Menu Elements.
Try this:…
Something like this should do it:
using System.Collections;using UnityEngine;using AC;public class JumpAudio : MonoBehaviour{ public AudioClip jumpSound; public AudioClip landSound; public AudioSource audioSource; public float minLandTi…
The Russian is appearing in the Options menu - is it only in the Conversation that text is not appearing?
Does this issue occur when the game begins in Russian - or only when you switch to Russian through the Options menu once the game begins?
Loc…
This is when working with an ActionList asset file?
It should just be a case of assigning the prefab object directly in the Action, and having AC automate the connection via a Constant ID number. It shouldn't be necessary to rely on variables - an…
The character appears to walk around the hole, so far as I can tell - which aspect are you referring to?
When using a 2D NavMesh, the character does not factor in his width - if the NavMesh covers an area, he'll be able to walk there.
If you want …
It's a little difficult to tell without knowing when you're clicking, but I don't see any drag-drop issues in the video now. The main issue seems to be the green square showing up.
You've changed the Appear type to On Hotspot now - so you'll need …