As a test, open up MenuLabel.cs, and replace the line:
if (!isDuppingSpeech && KickStarter.dialog.GetLatestSpeech () != null)
with:
if (!isDuppingSpeech)
Does that resolve the issue - both in the 2D Demo and your own project?
Your first error refers to line 30 of a custom script - AnimateCursor. What is the contents of this script, and what is on line 30?
The second error looks to be due to a variable not found. Are all the "Bool Var Name" fields for the Dyn…
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The window's size, or its fullscreen state?
That there are two Options menus should no impact on things. In the project that works, are you using the same code?
Try temporarily commenting out the line:
variable.BooleanValue = Screen.full…
Thanks for the log details. Have you tried using Brain2D with your Actions?
If the character is only turning when the direction is locked, then it sounds like it could be an issue with the character's SpriteDirectionData.
This class deals with wh…
You'll want to create an Autosave at the point that the gameplay begins, and then load that autosave when the player dies.
To autosave, you can either use the Save: Save or load Action, or just check Autosave after? in the scene's OnStart Cutscene'…
You first get a reference to the variable's GVar class using GetVariable, and then cast its UnityObjectValue to an AudioClip:
AC.GVar myVariable = AC.GlobalVariables.GetVariable ("MyVariableName");AudioClip audioClip = (AudioClip) myVaria…
A Slider element defined in the Menu Manager can have its Slider affects property set to Float Variable. An additional field then appears beneath, allowing you to select a Global Float variable defined in the Variables Manager.
To have this affect…
Can you share the warning messages in full - stacktrace included?
For a typical menu that displays this warning, what is it's "Appear type" set to, and is it unlocked?
You need to assign the Interactive Boundary by default - either in the Hotspot's Inspector, or through script:
using UnityEngine;using AC;public class DynamicInteractiveBoundary : MonoBehaviour{ public string boolVarName; public InteractiveBo…
To skip speech at the same time you click a Button, regardless of click type:
using UnityEngine;using AC;public class SkipSpeechOnMenuClick : MonoBehaviour{ public string menuName = "OptionsInPlay"; public string elementName = "…
Welcome to the community, @E4PS.
It would depend on your game's perspective. Is this a 2D game with sprites, or a 3D game with models?
If it's in 2D, the light would be handled separately via a custom script to hover over the mouse, with the char…
These aren't two separate methods - both steps will need to be followed to replace mouse clicks with keyboard presses for interactions.
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The keyboard key you want the player to have to press must be defined in Unity's Input Manager, under th…
Since you have Retain subtitle text buffer once line has ended? unchecked, the text should clear as soon as the speech line ends.
What is the Menu's "Appear type"? I can't recreate the issue, but it may be based on other settings/options…
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The AnimEngine script only deals with the character's animation - so Actions and commands related to the character's movement will not be covered by it.
The AnimEngine_Spine script's PlayStandardAnim function, however, should be used to set…