What are your AC/Unity versions?
Parameters add another layer of complexity to the situation, so let's get it working without them first - by having the Action refer to a specific object directly assigned.
For an object to be affected by the "…
Screenshots of the character's Inspector, and the portrait textures.
When speech-scrolling is disabled, the placement of an expression token within the text is irrelevant - it'll take effect when the speech begins. For lipsyncing to have an effect…
Using a backup/duplicate project, does this occur for you in the latest release?
Inside SaveSystem.cs, look for the following line inside its CreateVariablesData function:
variablesString.Append (vector3Val);
Underneath, paste the following:
Deb…
Your first image is private - can you make it public?
I'll also need to see the linked object that has the Image attached.
Despite the Menu Manager unlinking, what effect does it have on the menu at runtime? Is the rest of the menu working as int…
If you have a list of NPCs already defined, you can iterate through it and reference the above script with GetComponent:
foreach (NPC npc in myNPCList){ npc.GetComponent<StartPositionScript>().ReturnToStart ();}
Where "StartPositionS…
So an expression token at the end of a line prevents that same line from animating, or the one that follows?
What is your AC version, and does the menu that displays the portrait use Unity UI or AC?
Share screens of the character's Inspector, and …
To clarify: a DA-generated scene has multiple rooms?
You should be able to record any object's starting position by attaching a script that records it in its Start function, i.e.:
Vector3 startPosition;void Start (){ startPosition = transform.p…
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"pickup" being a new interaction icon defined in the Cursor Manager?
The Interaction menu needs to have a separate "Interaction" element defined for each icon you want it to be able to display. If you create a new inter…
What is your Unity version, and are you referring to the object names being listed in the Menu Manager?
Unity cannot retain such links when a prefab is closed - but AC gets around this by way of its Constant ID system.
When you drag e.g. a Unity B…
Here's a script (StickToSlope.cs) that you can attach to your Player prefab to improve behaviour when moving down sloped surfaces:
using UnityEngine;namespace AC{ [RequireComponent (typeof (AC.Char))] public class StickToSlope : MonoBehaviour…
Ah, I see.
If you switch player, then the state of scene the new player is being restored - rather than initialised. Its OnLoad cutscene is run, not OnStart.
Assigning your OnStart cutscene into the OnLoad field should resolve it, but preceding y…
Welcome to the community, @antarcite.
If you're new to AC and looking for some guides on getting up and running with basic game logic, there are two resources in particular that I recommend:
* The Interactivity section of the Tutorials page, which…
When manipulating an in-scene UI's variables, how are you referring to the Variables component? Via a parameter/constant ID from an ActionList asset, or via a direct object/component assignment?
A disabled object/component will not be visible to t…
To clarify: by "load that scene", you're loading a save-game file that was made in that original scene?
If a scene is opened due to restoring a save-game, only its OnLoad cutscene should run - if defined.
What are your AC and Unity versi…
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I apologise for the trouble - though it's not an issue I can recreate. What is your Unity version, and does saving the project avoid the need to reload it?
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If your menu's Source is AC, you can set the Transition type to Zoom, but f…
Thanks for the details. It appears that the problem is actually two-fold.
The first issue is related to the "verb line" getting stuck. I have updated the template package with a fix, so if you grab it again it should be resolved.
The s…