Thanks for the images. What of the Interaction_TurnOn asset? Have you tried adding a Menu: Select Action to force the selection?
It should be possible to omit the Library folder from the zip, which should bring the size down if it comes to it.
(…
Is the character using a rig, or frame-swapping for animation?
You don't necessarily need to rely on AC's "Head animation" options for this, as you can embed the animations into your standard animations.
For example, "WithHelmet_Idl…
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Rest assured, we'll get to the bottom of this. It'll likely be down to a small detail, so it hopefully won't require any drastic change/fix, but it does make it harder to find.
I have imported your package, but it works on my end. I did h…
There's a couple of ways you can customise behaviour with a Container.
The first is to leave Inventory box type as Container, and then set the Click behaviour property below to Custom Script. This combination causes it to automatically sync itself…
I've been through the package you've sent - thanks for the clear demo and explanation.
You're correct about the changes necessary for your setup - though the exact change will need to account for other lipsyncing options. I'll make the necessary c…
Understood, thanks for clarifying.
I'll give it some thought - it's true, this is only available for Sprites Unity currently.
If a custom script was used, however, it wouldn't be a case of converting any integer - you can apply GetLipSyncNormalise…
You've set the Menu's "When turn on" ActionList to run in the background? That solves the issue on my end.
Inside this ActionList, you can force the selection by adding a Menu: Select Action and entering in the menu's details.
If you wa…
Audio Mixer Groups should be able to help here. When your game opts to make use of them, Option sliders affect these instead of individual Sound components - meaning you can attach them to custom AudioSource components, or create child dependencies…
Thank you, I will look through the package.
Regarding the motion time: are you referring to lipysnc frames (i.e. the number of phonemes listed in the Speech Manager), or the number of frames in the lipsync file?
The former is what GetLipSyncNormal…
Yes - you can call the Hotspot script's GetUseButton function, passing in the ID of the interaction you wish to disable. This returns a Button class, in which you can set the value of its isDisabled property to disable it.
For example, if the &quo…
I believe I have recreated the issue, @GameJunkyMonkey111.
Find the Conversation menu's "ActionList when turn on" asset file, Interaction_TurnOn, and set its When running property to Run In Background.
I would still need to see the specifics of your project.
If necessary, you can PM me a .unitypackage of your updated Menu Manager and UI prefab for me to examine.
To clarify: I've recreated the issue when the "Movement input" property is set to "Cursor Position".
I don't have issues when this is instead set to "Drag Vector", which may be the better option for this kind of scenar…
It's not an issue related to AC specifically, but I will add the option to load UI prefabs by addressable in the next release, which should prevent frame-loss when spawning UI menus.
Welcome to the community, @GameJunkyMonkey111.
Is the issue that the first option is selected, but the second cannot be selected - or that neither are selected in the first place?
At the time that the issue occurs, locate the EventSystem object in…
Thanks for the bug report.
To fix it, open up AC's InvInstance script and look for line 1131. It should currently read:
if (InvItem.interactions[i].ID == ID)
Amend this to instead read:
if (InvItem.combineInteractions[i].ID == ID)
I shall appl…