Welcome to the community, @astraldesign303.
I recommend first getting the behaviour right before placing everything in prefabs. So long as you rely on ActionList assets, and component Variables, moving things to prefabs afterwards shouldn't too mu…
(Quote)
Custom Actions can be plugged in to extend AC whenever necessary - here's a sample one that changes the order of a supplied Renderer.
Name the file ActionSortingOrder.cs, place it in a dedicated folder, and point to it in the Actions Manage…
My mistake - this is already possible.
When using the Speech Manager's "Game text exporter" window, you can opt to create an "Audio File Presence" column, that denotes whether the audio is present or not.
There's a few approaches you can take, depending on preference.
If you want to do without AC Global Variables, and just stick to your original script, you can write a custom Action that updates your own script's hunger value.
For example, here's a…
The script doesn't reference or change any Managers - only components present in the Hierarchy at runtime.
It can only take effect when present in the Hierarchy - if you switch to a scene where it's not present, it can no longer be accessed.
One o…
How are you mapping audio to speech lines?
If it's "By Naming Convention", you can click the "Ping file" button within a Speech line's entry in the Speech Manager.
Welcome to the community, @Gugames.
Yes, that sounds like the right approach - switching Player this way means you can return to the "proper" Player's position when re-entering the scene.
In order to save which camera is active, though, …
Is that with a background texture for the menu itself underneath? I can't glean much from the screenshot - is this an AC or a Unity UI menu?
What's your render pipeline? If using AC, is it the same for Unity UI?
Welcome to the community, @AdventureShitzu.
I'd advise caution with using something that's still in preview, but I should think the two would be able to work separately in the same game. However, in a realistic scenario you'd probably need the two…
It's likely coming from PlayerInput's ResetMouseClick function being called - place this in there and let's see the message:
Debug.Log ("Reset mouse state from " + mouseState);
You can control such a property through animation, play it back with the Object: Animate Action, and store its state with the Remember Animator component.
Is this even with the "Alternative input button" fields cleared?
It may be that such clicks are cancelling the drag-and-drop instance.
You can get a stacktrace to the item's deselection by placing a Debug.Log statement at the end of Runt…
You could add an AudioClip variable, exposed in ShowGUI, and then played via character.AudioSource.PlayOneShot in Run.
However, if you're looking to have the same expression type result in the same audio (even if only per-character), then it'd be b…
I can see about preventing lines with a [continue] tag from re-appearing, but the length of time that it takes for a line to stop originally displaying is currently dependent on the Text scroll speed setting in the Speech Manager.
If you don't norm…
The "Turn before walking?" option actually relates to the character's motion before pathfinding, rather than moving due to direct input. Perhaps this should be renamed to "Turn before pathfinding?" to make things more clear.
Wh…
As a simple on/off toggle, you'd want to rely on a Global Boolean variable, linked to Options Data, to control the state. You can use a Toggle element to control its value, and wouldn't need any extra script to update the display. If you're follow…
This is caused by using the scrollwheel to simulate the shift button's "alternative input button", which is causing AC to assume a click has taken place. Instead, update ScrollWheelListener to scroll through inventory directly:
using Unit…