What does the scene look like with no Post Processing, and does this occur in the Editor?
Your Post Processing should typically be performed on the AC MainCamera, which is the only camera that should be actually rendering anything. Other cameras, …
If you're using direct input, your cursor is likely locked. It's initial state is set via the Settings Manager's Lock cursor in screen's centre when game begins? option.
If that's the case, the item is appearing at the centre of the screen because…
You could conceivably set a very high Minimum display time (s) value in your Speech Manager, but not indefinitely - a key distinction of background speech vs regular speech is that it must be able to end without user input.
The other option would b…
The default Pause menu's SaveButton element is something of an outlier, in that it's visibility is actually hard-coded within AC based on whether or not saving is currently possible.
This may not be the best approach, but as saving isn't possible d…
Welcome to the community, @cidney.
I haven't tried it myself, but I'd hazard a guess that it should be possible.
Your main project would need to have AC and all your Managers etc present, as well as an initial AC scene. When a project runs its fi…
Welcome to the community, @ScottD7788.
To understand correctly: each of these "talking points" are shared among all of the NPCs?
If you want to avoid human-error, it may be that a custom script is best, as it's possible to manually turn …
Without knowing more detail, I can only state that the most common reason would be that your character is not recognised by AC as the Player - in which case, the boundary is ignored.
Are you making use of AC's Player component on your first-person …
Thanks - yes, it's a limitation I'm aware of. When deleting a save in-game, the "last save ID" will be reset - it can't currently know which was the second-to-last. This value will not be changed at all, however, if the save is deleted v…
To display the original text, not the one with tags removed, replace:
supertext.Text = speech.log.fullText;
with:
supertext.Text = speech.log.textWithRichTextTags
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Your ActionList looks fine - what's your AC/Unity versions, and are you getting any messages in the Console?
Are there any Cameras (custom or otherwise) that are enabled in your scene? It should be that the MainCamera is the only one doing…
What are your AC / Unity versions?
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I'll need more information about how your game's input is handled.
By "use button", do you mean a left click, or invoking the "InteractionA" input? Is the element selected by mouse-ov…
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For it to work across all file handlers (e.g. PlayerPrefs as well), the last-recorded save is stored in the Profile/Options data. You can see this listed as the "Last save ID" under the selected Profile in the Save File Manager.
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The approach covered in the tutorial would work, but things are complicated by the fact that a hidden menu is disabled in the Hierarchy, meaning you'd probably need a custom script to sit inside the scene on a separate GameObject.
Perhaps a better …
In the GameEngine object that AC places in the scene Hierarchy, look for the Dialog component's Rich Text Tags array. This is a set of tags that AC will strip from your speech text when formatting it for display/timing.
If a tag has a parameter (s…
If it's a separate asset, you'll need to manually constrain it through script, since it won't be aware automatically of when it shouldn't be controllable.
If you can add public functions to the custom camera script that prevents/allows control, lik…
Welcome to the community, @pawnee.
Is this a result of the Player moving due to pathfinding (Point And Click movement), or direct input from the Player (Direct movement)?
Characters with the Mecanim animation engine have a Slow movement near walls…
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The cursor should change to the "Hotspot cursor", if you've set it to in your Cursor Manager. Can you rephrase your question, with images showing how it behaves in-game vs how you want it to behave, as well as any related settings…