FWIW, the Sound object's "Play while game paused?" option is really an alias of the AudioSource component's ignoreListenerPause option. If you were using your own AudioSource to play sound from while the game is paused, you'd have to set …
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I'm afraid I don't follow - where can you not select it? You're already referencing it in your OnStart cutscene.
If you need to reference an ActionList asset with a parameter, you can do so with the "Unity Object" type.
For the …
Personally, I'd adjust the Collider size. But if there's nothing else that'll be affected by it, like a model/sprite, I'd guess the practical difference would be minimal.
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Provided that the menu itself is on at the time, you can. What is the Menu's Appear type property? You can another instance the same Action to turn it on / unlock it.
If you're having trouble with this Action, share screenshots of how you…
Welcome to the community, @Arskiss.
If you're using individual DialogOption ActionLists for your Conversation options, then it's down to the "When finished" option inside the option's properties within the Conversation Inspector. Set thi…
Hover/Click sounds are played through the Scene Manager's "Default Sound" field - AC connects the two automatically. If none is assigned, then audio won't play and you'll get a warning in the Console.
If audio is played, then it does so …
In v1.73.0, there was an issue with ActionTimeline and you may find that the "Wait until finish?" option has no effect at all.
Can you provide steps, or a package, to recreate the problem?
Welcome to the community, @GottesSchaf. What are your AC/Unity versions?
Is your minigame scene an AC scene, or is AC not present? How are you measuring that it's starting from the tutorial? Is this something that runs in the OnStart cutscene?
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Recreated - don't worry about the extra screenshots.
I'm afraid you've stumbled upon a limitation with the Conversation Action's Override options? checkbox.
When a Conversation begins, the ActionList that triggers it actually stops running - only …
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It's not my script, but it involves replacing the Animator Controller field inside a single Animator component. It should be attached to the same GameObject as the Animator.
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It'll run in Start, so it'll run when the scene begins al…
Welcome to the community, @Ryota.
Can you elaborate on the actual behaviour of the issue? Are you saying that the previous Conversation's option labels appear instead of the newly-assigned one?
The logic in your screenshot looks sound. Since the…
The issue appears to be two-fold. Firstly, the Player should not be halting, as you've found. You can remedy this by opening AC's ActionPlayerLock script and replacing:
if (KickStarter.player.IsPathfinding () && !ChangingMovementLock () &…
It depends on what you mean by "current missions", and how/when/where you want to show it. If you can elaborate on what you're looking to achieve, I can give more specific advice.
Generally speaking, I'd recommend prototyping your interf…
What are your AC / Unity versions, and what is your scene's "Pathfinding method"?
NavMeshes do not turn off when gameplay is blocked, because they are still necessary for cutscenes. A NavMesh will only be disabled if instructed to via e.…
The "0" in the script refers to the variable's ID, yes - you would replace this with the number to the left of your "Month" variable.
If it's a String variable, whose value is "December" when the change should occur, t…
It depends on what your intent is.
A 2D Collider will not interact with 3D Rigidbodies or Colliders, but it is possible to use them in a scene that uses 3D graphics. These statements aren't to do with AC, however, but with how Unity works.
Whethe…
If the component is linked to AC's Menu Manager via a Menu element, then the visibility is set by the element's Is visible? property.
You can update the visibility at runtime using the Menu: Change state Action.
The active Player can be prevented from moving due to the user's input by setting the Movement method to None.
The character in this case need not be the active Player, however. An inactive Player is essentially the same as an NPC, so yes - you ca…