Behaviour will be affected by the presence, or absence, of a Rigidbody. Do you have one attached?
Best to share your exact settings so that I can recreate the behaviour.
"Remember Visiblity" will only control the state of an object's Renderer - it won't deal with collision.
If you want to affect both collision and visibility, there's a couple of ways:
* Teleport the door object in/out of view using Marke…
An option must be enabled for it to appear in a DialogList menu element, so you won't be able to disable it using that way.
If your Menu relies on Unity UI, however, you could use scripting to manually disable a given option's associated Button's &…
You can set the default visibility state of an object by attaching AC's "Remember Visibility" component to it. This can also be set to affect child objects, so only one on the root should be necessary.
Another option, since you have a ro…
The three techniques I describe at the top are still valid, but which exactly you go with will depend on your game's specific requirements.
The main considerations aren't so much about having a series of clickable locations, but the finer details. …
It's true that things can be made easier with a dedicated translation tool, but you raise some good points.
I'll give this some thought, thanks for the suggestions.
If you rely on TextMesh Pro for your UI Text rendering, you can use the "\n" escape sequence to force text onto a new line - provided that "Parse Escape Characters" is enabled in the TextMeshProUGUI component.
Did you update AC, Unity, or any other asset around this time? What are your AC and Unity versions?
By "dialogue system", are you referring to the Dialogue System asset? The integration between that and AC is handled on the DS side. I …
My suggestion above was to have a snapshot only affect an intermediary group - one that's between Master and Music in the Hierarchy.
At runtime, AC will take sync all three group volumes to its Options data, so using an intermediary group is the wa…
Expressions aren't limited to portraits - they're just the most common/convenient way of using them.
If your characters rely on the "Sprites Unity Complex" animation engine, then you can assign an "Expression ID integer" paramet…
QTEs by themselves do not require coding to operate.
They are covered in the Manual's "Quick-time events" chapter, and tutorials on their usage can be found here.
When used on mobile devices, you can either leave the Input: QTE Action's …
The Unity forums will always be the best place to ask general Unity questions.
On the AC side of things, however, this script on the AC wiki can help characters rely on hand-animated lipsync animation when speaking.
The animation itself still need…
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If you're not involving custom scripting, then the default click behaviour of InventoryBox elements will handle stacking. If you don't involve ActionLists, left-clicking a "Stack" item will take one, right-clicking will put one ba…
Welcome to the community, @Zombiehype.
The "Gabriel Knight converations" example is intended to demonstrate a very specific type of interface, and how AC can be extended through scripting. I'd say it's not so relevant here.
Going with s…
If you're not needing to provide a "Music volume" option for the player, you could use the Save: Set Option Action to control how loud it is.
Otherwise, you should be able to do it with Audio Mixer Snapshots.
If you rely on Audio Mixer G…
Thank you for the details.
The example you give still uses custom scripting to add the item to the inventory, and that's where you need to be explicit in telling AC where exactly you want to add the item to.
Instead of calling the InvCollection sc…