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ChrisIceBox

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ChrisIceBox
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  • A wiki script that allows for images to be displayed alongside Document pages can be found here. If you're looking to embed text and images more closely, you'll otherwise have to either incorporate each page into an image, so that the text is embed…
  • Try this instead, which will update the Console with progress information: using System.Collections;using UnityEngine;using AC;[RequireComponent (typeof (Rigidbody))]public class Pushable : MonoBehaviour{ private Rigidbody _rigidbody; public …
  • You can use the FaceFXIntegration script's Play function to manually trigger a facial animation: FaceFXIntegration.Play (speakingCharacter, filename, audioClip); The script below may need to be adapted to suit your purposes, but here's how you'd e…
  • If you're using Timeline, you can either create a separate animation layer for a character to handle facial animation/expressions, or create Speech tracks that contain [expression:ID] tags.
  • Documents can be defined in the Inventory Manager, and then displayed in Journal elements inside Menus that have an "Appear type" of "On View Documents". Such a menu can be used for any Document that is viewed using the Document…
  • Welcome to the community, @Triomatica. Please include your AC and Unity version numbers when reporting issues, as I'll need them to help diagnose problems. You mention two Remember components - are you attaching both to the same object, or are you…
  • This, too, is a Unity issue - AC isn't performing any custom rendering duties. It's also an issue I cannot recreate either. I'd recommend getting a test UI working with just Rewired and Unity UI in a fresh scene, with no AC involvement. That way,…
  • It requires use of a Hotspot's "Walk-to Marker" to determine the Player's destination - are these assigned for the Hotspots you're testing with?
  • Is the audio coming from the video, or does each speech line has associated audio? If a speech line has no audio, the default behaviour is to show it regardless of the Subtitles option. This can be prevented by checking Force subtitles to display …
  • Nice! This'd be a great fit for the Integrations wiki.
  • Again, I must give the disclaimer that AC is not intended for Resident Evil-style games, but traditional adventure games. The Combat Example package you're using is provided to demonstrate how AC can be extended for such mechanics with custom scrip…
  • It's a bit of a can of worms, I feel. The advantage that the built-in Actions with being for singular objects is that you can override fields with parameters and Constant ID values. Making use of ActionList Parameters is the intended way of "…
  • What are the properties of the ActionLists involved, and how does one call the other? Enable the AC Status box at the bottom of the Settings Manager. What is the "Game state" set to at the time this occurs? Again, please share screensho…
  • (Quote) That is certainly a major factor. When it comes to navigating Unity UI menus, AC doesn't actually handle input beyond auto-selecting the first element when a menu turns on. The behaviour you're seeing may be more down to Rewired and the Ev…
  • Could be that a higher layer is overriding it - use AvatarMasks to isolate which layers can affect which bones. This sounds like a general Unity animation issue, though - AC likely isn't involved.
  • Apologies. using UnityEngine;using AC;public class RightClickInteraction : MonoBehaviour{ private void Update () { if (KickStarter.runtimeInventory.SelectedItem == null && KickStarter.playerInteraction.GetActiveHotsp…
  • It really does depend on what exactly it is you're after - this is a broad topic. Are you referring to having an object move automatically using Hotspot interactions? You can use the Object: Transform Action for that. To have a more dynamic syste…
  • Navigation settings can be a bit more wide-ranging: the Interactable toggle on both Button and Canvas Group components will have an impact on things. With Unity UI, AC, and Unity input all factoring in here, it's hard to know which one is causing t…
  • (Quote) A character's display name does not rely on any Hotspot component that may be associated with the character. Instead, it comes from the "Speaker label" field in the Player or NPC component. (Quote) The ActionList: Pause or resume…
  • (Quote) It'll need similar scripting, yes, but we can combine the two clicks into the same script. Give this a try: using UnityEngine;using AC;public class RightClickInteraction : MonoBehaviour{ private void Update () { if (KickStarte…
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