No mistake on your part - so long as the ActionList asset is set to survive scene changes, then Actions that follow the scene-switch should run just fine.
I haven't been able to recreate the issue, but have you tested this in the most recent releas…
Some issues related to this were recently addressed - so if you're experiencing this in the most recent AC release then yes, please PM me a package that has the issue.
Still, if you can share uncropped images of all related objects I can better understand the situation.
Your Hierarchy shot above shows that you have a separate Head object for each direction - same for the Helmet.
If each object has a Sprite Rende…
Best to rely on Unity's own Input.anyKeyDown.
This could be used to trigger an ActionList directly. If you instead use it to simulate the Active Input's button, though, you can make use of its condition settings so that it can be ignored during e.…
It's intended, so as to ensure that you don't end up with duplicate IDs.
Though, perhaps an exception can be made in the case of Cutting vs simply Copying. I'll give this some thought - thanks for the alert, and apologies if it caused trouble.
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A script on the AC wiki provides this: https://adventure-creator.fandom.com/wiki/Skipping_Timeline_speech
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If you're considering entering in a Delay value as a property of the gesture, you could embed this into the speech token itsel…
Software rendering using Unity's ImGUI system, which is drawn last in the frame's draw calls. To be able to control the relative ordering of cursor/menus, all must rely on Unity UI. Menus can be prefab or scene.
Changing the Z position of the Hot…
A difference in expected behaviour, perhaps, as what you describe is intended - the text filters out anything that doesn't contain the supplied text, rather than any that isn't an exact match.
You can export the text using the Export Wizard along w…
What animation engine is your character now using?
The "Sprites Unity Complex" example prefab in the 2D head animation package uses the same technique of having separate head objects for each direction, and then hiding all but one.
The o…
The error indicates that Unity cannot find the input defined in the Input Manager, so it may be a naming issue.
Are there any spaces before/after the "ThrowMoveable" text in the Input Manager's "Name" field?
I'd personally make use of Timeline when it comes to syncing animations with speech, but admittedly that'd be more involved an alternative than the ones you've suggestd.
If speech-scrolling is disabled, then tokens are processed in the first frame …
Is this a case of the selected item being the cursor graphic?
How this is rendered relative to other elements will depend on your Cursor Manager's Cursor rendering setting.
If set to Software or Hardware, then it'll always be drawn last in the fra…
OK. Try this fix: open up the Options script, and paste in the following at the bottom of the OnInitPersistentEngine function:
KickStarter.eventManager.Call_OnChangeLanguage (optionsData.language);
Does that resolve it?
If you want to make the Hotspot not be boundary-specific when the above script is disabled, insert the following into its OnDisable function:
hotspot.interactiveBoundary = null;
I'd suggest creating three separate Conversations - one for each category.
As each of the three category tabs display the available options differently, you'll also need to create three separate Conversation menus in the Menu Manager - one for each…
Insert the following inside the SetRewired function:
Debug.Log ("Received message", gameObject);Debug.Log ("Enabled Rewired module", rewiredModule);
That should show a pair of Console logs when the SetRewired message is sent. …