Noted, thank you.
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I'd prefer not to have two options that do the same thing. Perhaps the new option should be removed per-box and replaced with a global setting.
For AC menus?
It's too complex an effect to be done in that mode, unfortunately, but AC menus are best used for rapid prototyping - with Unity UI used when polishing.
Unity UI gives you much more control over styling - including the ability to ani…
Keep the camera showing, but have the scene itself be black.
Set your MainCamera's Clear Flags to Solid Color, and then set the color beneath to black.
Place your camera so that it's not viewing the Player / PlayerStart object so that the Player i…
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You'll need make sure your Player has an AudioSource component attached, which is necessary for audio playback.
Rather than using the audio fields directly inside the Player component, though, it's better to instead attach the Footstep Soun…
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You can create an Active Input to run an ActionList that opens the Menu when a given key is pressed.
Go to Unity's Input Manager and create a new Input named e.g. "OpenSaveMenu", and give it a "Positive Button" value of …
Ahh, Citadel Island... :)
If the Action isn't exactly what you're looking for, consider it more as a test for now. As with @Deckard_89, the first step is to have the ability to move both the AC Player and Puppet Master to some intended place - we …
If it was just one pair of ActionLists, you could possibly begin the speech ActionList with an ActionList: Check running Action to loop in on itself if alPreNose is found to be running.
More complex, but do-able, would be to have a script that list…
Thanks for the alert. Seems like it should be a simple change to the integration's AC_Motion script.
I've updated the script and package - try downloading it again and see if the new one works.
Sounds like a bug, if it's searching for the wrong line.
Can you share screens of your Speech Manager's options, as well as the entry of a line that causes this issue? I'll attempt a recreation.
When dealing with Integer and Float variables, the Variable: Set Action's Method can be set to Formula, which lets you enter in an equation to calculate the new value, i.e.:
2 + 3
However, this box also supports the use of variable tokens, which y…
Welcome to the community, @boyblue80.
As an alternative to the video tutorial, text tutorials are available that may be easier to get started with, since each covers only a small part of the process.
The Manual's "Preparing a 2D scene" c…
Version 1.73.4
Upgrade notes:
* The Settings Manager's "Aspect ratio" property's Set Minimum option has been replaced with Range, allowing a maximum aspect ratio to be set
* The Char script's GetAnimatedPortraitRect has been removed - re…
If a scene-based ActionList has it's Actions Source property set to Asset File, it'll rely on an ActionList asset for its Actions - parameters included.
Actions cannot exist as prefabs - but this way, you can make a Door prefab that has all the Hot…
PuppetMaster has its own Teleport function that takes a position and rotation. Both can be gotten from the AC Marker/PlayerStart class:
myPlayerStart.PositionmyPlayerStart.RotationAC.KickStarter.sceneSettings.defaultPlayerStart.PositionAC.KickStar…
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This is the same speech Action that causes the "Nose" character's OnStartSpeech event to run?
AC also has an OnStopSpeech event, which you can hook into as well / instead depending on need.
For a list of all speech-related events…
Welcome to the community, @Dead2Knight.
The tutorial you linked to covers a more advanced topic, and shouldn't be necessary for this situation. If you're still using the script in your scene/project, I'd recommend removing it for the moment unless…
AC checks for input using a set of functions that are comparible to Unity's, e.g. InputGetButtonDown in place of Input.GetButtonDown etc. The result of these functions can be overridden through delegates, allowing for conditional input checks.
See…
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The only mention this Action makes of teleporting is the optional ability to have the character teleport to their desination if they take too long to reach it through movement. Can you share a screenshot of exactly which part of the Action …