I can’t recreate such behaviour. Are you using separate menu for background speech? Let's see the Menu's properties, and the Action/ActionList that calls it.
Open up Speech.cs, and insert the following to the top of the MenuCanShow function around line 917:
if (string.IsNullOrEmpty (FullText)){ return false;}
What issues remain after that?
It would require scripting - there are too many variations with language in general to provide that kind of control in an Editor.
Try this:
1/ In your Variables Manager, create a Global String variable named e.g. "Hotspt override", which…
You can create individual documents in the Documents tab of the Inventory Manager.
The Journal system - i.e. one large document that can have pages added to it over the course of the game - is separate to this, which allows you to create individual…
Place down a Marker at the object's original position, and another Marker at some place hidden off-screen.
Then update your two Object: Teleport Actions by assigning these Markers in the Teleport to fields. Unset the Relative GameObject field valu…
What's your AC version?
The error means that either you have a character (not necessarily the one shown in your screenshot) has no "Sprite child" assigned, or that you have no AC MainCamera - though this does appear to be the case.
To ge…
When AC rotates a character, it only ever does so from the character's root position.
Are you using Root Motion to turn? In that situation, Unity will turn the character automatically - but even then I'm fairly sure it's still about the origin.
T…
Welcome to the community, @luuk.
The 2D Demo should have this behaviour as well. The option to control this is the Cursor Manager's Prefix cursor labels? option under the "Hotspot cursor" settings.
Welcome to the community, @nessd.
Can you share some screenshots or mockups to show how you intend for such an album to look and behave? At the moment, I'm imagining a large image in the centre of the screen, with buttons either side to flip throu…
(Quote)
An EventSystem object present in the scene will also override AC's own - and this is sometimes spawned by Unity when creating UI canvases. I'm just checking if this is the case.
(Quote)
To be clear, you're using Demo_MenuManager, and not D…
I'd say the best approach would be to rely on Animation to control the visibility of different sections of your menu.
An Animator attached to the Canvas root could have a layer with such animations, with transitions to each based on a parameter, an…
Yes, quite right - apologies I missed that.
Any change you make to a Manager field through scripting will survive exiting Play mode, so you will need to use such a script to set its "default" value when the game begins.
Though, in this s…
Mecanim parameter values are assigned automatically - provided that you inform AC which ones it can control.
This is done by entering their names into the character's Inspector - for example, setting the "Move speed float" field to the Fl…
So is mention of "From Speech Text" not actually a factor?
I believe I've recreated the issue with the [continue] tag not working when speech text does not scroll, but can you re-phrase/elaborate what you mean by this:
(Quote)