public string GetAnimPrefix (){ switch (KickStarter.player.charState) { default: case CharState.Idle: case CharState.Decelerate: return KickStarter.player.idleAnimSprite; case CharState.Move: i…
Is this still using Brain2D for testing?
Best to see some images, so that I can recreate your situation accurately. Let's see your AC Settings Manager, Player Inspector, and Input Manager fields for Horizontal/Vertical.
What is the difference in behaviour to the above video when Lipsyncing is disabled?
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The option should show so long as you have your Player assigned in the Settings Manager - is this the case?
The video you sent shows you're using quite an old AC release. Even if it's in a duplicate/backup project, try the latest release to see if this is still an issue.
It's also not an issue I can recreate using the Demo/Default interface. Try settin…
The provided Drag system is written with mouse conrol in mind, so it's probably best to rely on something entirely custom-made - at least depending on how complex you want the system to be.
However, it is possible to move a Drag object through a cu…
"From speech text", as in the Lip-syncing option? What are your AC/Unity versions?
I'll need more details on how to recreate this. Are all the issues you mention only occuring when a speech line has audio? Please share as much informat…
Does the character visibly change direction?
The Player's tag isn't relevant in the latest release, but you can determine which character is actually being read with:
Debug.Log ("Player: " + AC.KickStarter.player, AC.KickStarter.player);…
There's no expression enum - expressions are defined per-character, so you need to know which character you're affecting before you can extract their available expressions.
To expose a dropdown list, you'll want to use Unity's EditorGUILayout.PopUp…
You can modify which AudioSource a character uses by re-assigning their speechAudioSource variable.
However, it's also possible to simply alter the existing AudioSource's spatial blend property, so that an existing AudioSource can play in 2D for a …
Dialogue placed in Timelines won't be skippable - if you're dealing with specific timing, it may be best to rely on Timeline for such sequences.
To change the value of the Speech Manager's Subtitles can be skipped? option, however, right-click the …
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Should be - alter your Debug.Log statement to check:
Debug.Log (AC.KickStarter.player.GetSpriteDirection ());
Make sure that you revert your variable's Link to property back to None.
The Evil Lair scene is part of a tutorial - it's not initially set up for Hotspots/Highlights. The 3D Demo is.
Try a fresh import of AC into a new project, and create a new Input in Unity's Input Manager named "FlashHotspots", with a &qu…
using UnityEngine;using AC;public class ChangeDirectMovement : MonoBehaviour{ public void ToTank() { AC.KickStarter.settingsManager.directMovementType = DirectMovementType.TankControls; } public void ToCamera() { AC.Kick…
Are you trying to transfer the sprite direction to the variable, or use the variable to control the direction?
If you're just trying to update the variable, you can do so without "linking" and just add the following to your Update functio…
Welcome to the community, @black_toad.
This option refers to the state of the Interaction ActionList (i.e. its "When running" Inspector field) - rather than the state of the game while the Player moves towards the Hotspot.
I shall give t…
Here's a custom Action, Player: Set layer weight, that you can plug into your Actions Manager.
Name the file ActionPlayerWeight.cs, and place in a new Assets folder.
using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [Syste…
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As in, the Pause button's Save button?
You shouldn't get such behaviour - and I can't recreate this with the default interface in the current release? Are you using v1.73.6, is your Save menu also using Unity UI, and have you changed any o…
The Action's "Set Standard" command only affects the names of your standard animations - as you're seeing with the name changes in the Inspector.
It doesn't otherwise have an effect on which animation is currently being played, though - s…