I can look into the CPU load for such ActionList windows - thanks for the details - but it will be unrelated to the node issue.
I can't advise about the best way to mitigate the issue until we learn the cause, though. The more detail you can share…
An Active Input shouldn't be necessary, depending on your settings. Check the "Available inputs" panel in the Settings Manager - are CycleInteractionsLeft / CycleInteractionsRight listed? If so, mapping inputs to these names should allow…
Use Unity's Profiler window, with Deep Profile enabled, to try to determine the cause of the slowness. Try this in a duplicate project with the latest AC release, as some performance issues in the Editor were recently addressed.
Is this for a 2D or 3D game?
I'll need be able to recreate the original issue in order to understand what's going on.
Can you provide steps on how to recreate this issue? Is there a pattern to when it occurs, allowing you to trigger it reliably a…
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The text that's displayed is independent from the menu or template that displays it.
What is your game's original language in, and have you re-gathered the game's text after adding the label to the Hotspot? See the tutorial on working with…
In an ActionList's properties box, you can define a set of parameters, which can be used to override specific fields in your Actions at runtime. This technique can be used to "recycle" commonly-used Actions by changing them slightly each …
The "On variable change" cutscene field in the Scene Manager is called whenever you re-enter gameplay, if a variable was changed while gameplay was blocked.
It's not dependent on any particular variable, so your Actions would have to just…
What are your AC and Unity versions, and can you share screenshots to illustrate your point? I'm not clear if you're referring to sorting layers in Unity's Sprite Renderer component, or AC's Sorting Map component.
There is also a difference betwee…
Your Animator has transitions defined, but you are triggering the animation by naming it directly in your Action.
In this case, transitions are not necessary. Delete them to make sure it doesn't transition back to the idle animation after completi…
If you check Speech audio and display text can be different languages? in the Speech Manager, then the text language and voice language can be set separately.
When checked, Save: Set option Actions and Cycle elements set to affect Language will be …
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I'll certainly look into this, though you don't need to re-open the ActionList Editor to reset the view - you can right-click in empty space and choose "View -> Reset".
What problems did you face, and how did you solve them? The label should include the name of the Hotspot, so it may be missing because of some change you made. Best to share screenshots of your setup.
Do Hotspot names appear when hovering over th…
The Animator in your screenshot isn't the one being called in your ActionList. Can you share an image of that, as well as how the effect actually looks in-game?
It may be a case of the way your Animator is configured to react once the "Scene …
UCC's motion controller is totally separate to AC's Path system.
A Paths object itself is essentially just a list of Vector3s - a custom script could feasibly be written to have a UCC character follow them, but that would be on the UCC side of thin…
You can lock a Menu, either with its IsLocked property or with a Menu: Change state Action.
Locking a Menu will prevent it from displaying, even if it's current Appear type condition is met.
Your code only updates the portrait icon if the expression index is valid. Move it outside to make it independent:
using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ChangeExpressionsAc…
using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionSetWaitCursor : Action { public override ActionCategory Category { get { return ActionCategory.Custom; }} public …