Thanks, I can see the issue now. Though, I can't recreate it from these Actions. The issue may be specific to your setup - either with the character, or the scene.
The scene looks like it has a slight change in elevation between the two points. …
Attaching the Remember Transform component will save any change in position.
To save a change in transform, you just need a custom Remember component - see this tutorial.
using UnityEngine;namespace AC{ public class RememberSpeechChild : Rememb…
It's a case of attaching the correct "Remember" component to your objects, in order to flag their data for saving.
What is your bool variable's type? If it's a Global or Local variable, its value will be saved automatically. If it's a C…
What's the display for a typical line in the Speech Manager, e.g. Genevieve1601?
The release after your current, v1.71.0, fixed some issues related to Asset Bundles. In a backup/duplicate release, import the latest AC release to see if it occurs i…
Welcome to the community, @JankyOldDog. What are your AC/Unity versions?
Thank you for the details - though the videos appear to be private. You'll need to mark them as unlisted or public before I can access them.
Can you also share the rest of …
The Transform can be set through script by updating the Char script's speechMenuPlacement variable.
Sample Action:
using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionSpeechTransfo…
Welcome to the community, @foxhounder87.
What are your AC/Unity versions, is this in the Editor or builds, and what's the exact error you're getting? Is the asset bundle failing to load, or the file not found within?
Is this occuring for all line…
Welcome to the community, @jeroll3d.
A 3rd-person camera can be enabled by choosing "GameCamera Third Person" from the list of camera prefabs in the Scene Manager.
To enable rotation while dragging, check Is drag controlled? at the botto…
Welcome to the community, @redmotion.
Hopefully the majority of these can be incorporated through the use of add-on script(s) that work with the existing PickUp system - avoiding the need to replace things.
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The built-in behaviour is for dr…
It's hard to say how/if AC is contributing to this from the above alone, but pixel jumping typically has three main causes:
* The position of the sprite being embedded in the animation itself
* The pivot points of the sprites varying between frames…
Welcome to the community, @doug_funnie.
If you use Hotspot: Rename, you will have to do so in the scene that the Hotspot is in. This needn't be called every time that the scene is opened, however, if you attach a Remember Hotspot component to it. …
What do your Debug.Log statements reveal? Is CursorHorizontal being requested but the returned is zero, or is it not being requested at all?
If it's the former, it may be an issue with the way your "Cursor Movement" InputAction is config…
For the Conversation to be gathered, it must be either part of a scene file (and set to survive scene changes), or be part of the Player prefab.
Attaching the Conversation component to your Player prefab should have it be included in the gather pro…
You'll need to share details of how you're running the dialog options and what Actions / Timeline tracks are involved.
If you're overriding options from within the "Dialogue: Start conversation" Action, then this will also override each o…
You can hook into the OnHotspotInteract custom event to disable a Look interaction at the time it's run:
using UnityEngine;using AC;public class DisableLookInteractions : MonoBehaviour{ private int lookIconID = 1; // Change this to your Examine …
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That's correct.
As ThirdPersonController script reads inputs directly and converts them into motion, overriding motion is a case of either disabling it, or modifying the inputs.
I tried the latter approach, but the process of converting an…
Currently you must rely on a String or PopUp variable that is used to store the container's name, and have your Label display its value by setting its "Label Type" to "Global Variable".
When opening a Container, you'd then have …