That's correct - a local Player will override the prefab assigned in the Settings Manager for the duration of that scene.
Whether or not that affects your logic, though, depends where the logic is stored. If you're using a Variables component atta…
Something more like this should do it:
using UnityEngine;using AC;public class HoldButtonSound : MonoBehaviour{ public AudioSource audioSource; public string menuName; public string buttonName; private bool isOverButton; private void…
(Quote)
This can be simplified if you keep your Player prefab inside the scene file, as you can then make use of the Hotspot component's "Limit to camera" field to have the outer Hotspot only be interactive with the First Person Camera, an…
(Quote)
To be clear: is this only when using your PuppetMaster character?
What is the result when starting in the basement and going to the test scene for the first time, with the character that has the issue?
I suspect the issue is that both AC a…
(Quote)
Are you referring to the Subtitles menu? Is the issue that it appears at the correct time, but won't disappear after, or that it appears when it shouldn't at all?
If the latter, you can get an alert in the Console and check the stacktrace …
It doesn't work that way with Timeline, as skipping a Timeline isn't the same process as skipping an ActionList. The latter will process the effects of all Actions at once, but Timeline can't do that.
Needs depending, the best way to update the st…
Try assigning the Demo game's Managers, and create a new test scene to switch to without involving PuppetMaster. Create a PlayerStart in it from the Demo's Basement scene, and test running a "Scene: Switch" Action to it from Basement (mak…
Enable the calling of events in the Speech track, and test this script placed in the scene:
using UnityEngine;using AC;public class ClearExpressionTest : MonoBehaviour{ private void OnEnable () { EventManager.OnStopSpeech += OnStopSpeech; } p…
Welcome to the community, @Makumba666.
A series of tutorials on menu customisation can be found here.
Tutorials on working with character portraits can be found here.
AC offers two ways of creating menus, as set by a Menu's "Source" pro…
Variables are displayed in Actions using Unity's PopUp field, which doesn't offer much control in the way of scrollbars etc.
You can, however, categorise variables with a forward-slash character in their names, so that they appear in nested groups,…
Your title mentions holding the button down - are you looking to have a sound play the whole time, or only when letting go?
For pretty much any custom UI behaviour, I'd recommend using Unity UI. However, when using AC menus you can hook into the O…
So the vehicle itself is an AC character?
(Quote)
If you move the vehicle's model to a child object of the character, you can set it's rotation independently of its root.
What does the path look like? Straight, so that the direction is fixed, or …
OnSkipCutscene will trigger after a cutscene is skipped, but since multiple cutscene can be chained together it's not possible to use it to determine exactly which cutscene was involved.
How exactly are expressions being changed within the cutscene…
Any related messages in the Console?
I'll attempt a recreation, but it may be an issue with this particular version of Unity - I haven't heard or experienced such an issue in older or later releases.
Welcome to the community, @honey.
In AC terms, 2.5D is used when your backgrounds are 2D image (whether pre-rendered or photos) and things are faked to look 3D.
If you're using fully 3D backgrounds - as in, your sets are 3D models inside Unity - t…
The SavesList menu element has an "ActionList after loading" field that you can assign to have an ActionList run once loading is complete.
Alternatively, you can hook into the OnFinishLoading custom event:
using UnityEngine;using AC;publ…