How is the score-check being run? Via an ActionList asset?
You can end your various Hotspot interactions with an ActionList: Run command to run the list once it's done everything else.
You can also use the OnVariableChange custom event to automat…
It should be possible by updating the Main cursor's texture as hover enter/exit the area:
using AC;using UnityEngine;using UnityEngine.EventSystems;public class CustomHoverSound : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler{ public …
Welcome to the community, @Faenrir.
AC has built-in asset bundle support for speech audio and lipysnc files. Referencing other assets would involve the use of custom scripts. What specifically are you looking to move to a bundle?
I'm sorry, but I'm really not clear on what you're looking to do. Can you provide screenshots, or mockups, to illustrate your intent?
From what I understand, you're mainly looking for a way to know if the Player has added all the correct ingredien…
You could do it with AC ActionLists, but it'd be a bit of a spider-web of Actions. If you already have the code to do it, better to just use that.
I'm not clear on your actual problem though - what actually happens / doesn't happen that's causing …
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Unity made a change to the way VR is handled in their API in 2020.2 onward, but AC v1.72 catered for that. Though I recommend upgrading AC, you should also be fine to only upgrade Unity.
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Not that I'm aware of, though naturally if y…
You can create a Global variable to keep track of a Profile's state e.g. a Boolean named "Is in use" that is set to True once the game begins properly.
If you then set the variable's Link to field to Options Data, it'll be stored as part …
Welcome to the community, @Galvao.
Apologies for the trouble. The first video does actually look all correct: your animation states are named correctly based on the "Expected animations" panel in your Player Inspector (idle_R and walk_R)…
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Yes. At least so far as I'm aware, there's no easy and reliable way to tell the difference between the Timeline being manually paused vs naturally ended.
Even so, it's arguable that - in the event that a user manually halts a Timeline's pl…
AC Manager settings are stored in asset files - so changes made to them will be retained once you exit Play mode.
The easiest way around this is to reset the value when the game begins - rather than when it ends. To do this, you can use the same A…
If you manually stop the Timeline's playback, the Action will consider it finished and so move onto the next.
Replacing the Wait until finish? Action with an Engine: Wait Action of the Timeline's duration would be a hacky-but-effective workaround, …
Rather than having the Action play in the background, have the ActionList itself run in the background - see the Manual's "Background logic" for more.
Alternatively, you could rely on Timeline to play the speech via Speech Tracks and have…
Welcome to the community, @JesusGuillen.
The "ClickToMove" Animator Controller asset is part of the Unity Adventure project that the tutorial uses for its assets. It should be located in /Assets/Animators/Player in your Project window.
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The Console messages will appear in white as "info" statements. You'll need to enable them in the top-right of the Console to see them.
The warning you're getting, though, is to do with the expression name (likely "katie_neutral&quo…
Where have you placed the CustomExpressions component? Try placing it on a new empty GameObject, so that it's not enabled/disabled by other means.
Here's an alternative that will print messages in the Console whenever a character speaks, or a toke…
Are you making use of AC's Player-switching feature? This is not compatible with local Players in the scene file - see the Manual's "Player switching" chapter. AC needs to be able to control exactly where each of the Players are, and whi…
You can override a speech Action's "Speaker" field with a GameObject parameter.
If your Hotspot component is on the same object as the NPC, and the Hotspot references an ActionList asset with a GameObject parameter, you can assign the Hot…
The DeselectHotspot function is called regularly by PlayerInteraction as part of its automatic behaviour. If the Hotspot is manually-set through custom script, though, it avoids clearing the value - as it should continue to rely on the custom scrip…