TextMeshPro has a convenient GetPreferredValues, which can be used to get the width/height of a TMPro component given a string. This can be used to work out if the RectTransform boundary needs to be shunk or not. If so, you can then also have AC u…
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Inventory prefabs need to be placed on the "Inventory" layer - this is used by the Inventory camera to make sure they are only visible when viewed at the correct time, with correct lighting.
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For the Player's state to be pe…
My apologies - there was a typo in the CombatCharacter script.
Open this script and find the TakeDamage function. Around line 51, replace:
else if (damage < 0)
with:
else if (damage > 0)
On what object are you adding the script? If this is an attempt to workaround the original issue, leave it off the prefab for the moment so that we can work with AC's original behaviour.
The menu is visibly fading in and out in the video. If it's…
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Use a Debug statement to confirm that the trigger is being invoked on the correct animator. Underneath:
player.GetAnimator ().SetTrigger ("TakeDamage");
Insert:
Debug.Log ("'TakeDamage' trigger sent to " + player, pla…
The name "PopUp" comes from its use of Unity's PopUp field to display its values in the Editor. In more traditional programming terms, it's essentially a fixed string array, where the "value" represents an integer index in that …
It still sounds like a case of using Unity's UI components to handle the bulk of things, with a script to handle some of the finer details e.g. the tip position.
Do you have mockup images / screenshots to show more clearly the intent? This may be …
The speech bubble appears to transition in once the new scene has loaded - it's not there in the first frame of the new scene.
As your "Transition type" is set to "None", how is it fading in/out? Through a custom script? Try d…
AC's own Event System is configured to allow for direct navigation of Menus - you'll need to make use of it rather than the default one Unity spawns in the scene.
Is your Inventory menu available during gameplay? If so, you'll need to enable direc…
I'm not convinced that upgrades would be seamless. The best outcome would be for Unity to allow assets to be available as packages directly on the Asset Store, in which case I would treat that as a viable option.
I would consider making optional c…
My understanding is that it's mainly a styling topic - what is the main issue beyond using AC's "Above Speaking Character" position option, in conjunction with Unity's content resizing components?
To be clear: are the characters that have the issue Players that are assigned in the Settings Manager? They should be being gathered in that case. What is your AC version?
Check Char2Name's entry in the Speech Manager - is it listed for a particu…
The same Action could be adapted to work with PS trophies, but I should think the exact equivalent code is protected by NDA. PS dev docs should point the way.
"KickStarter.player" is shorthand for the Player character - see the front page of the Scripting Guide for details.
In PlayerCombat, replace:
player.GetAnimator().KickStarter.player.GetAnimator().SetTrigger("TakeDamage");
with…
Does the "Char2Name" entry in the Speech Manager relate to a scene-instance of the character? It's likely that the prefab itself is not being gathered.
If you enable Debug mode in the prefab's Inspector, you can try updating the displayL…
By "save scene", do you mean a save-game file?
The Save: Manage saves Action can be used to delete specific save-game files. Which save-game file are you looking to be able to delete?
In practice, this is best used with an Integer param…