I would need your Manager assets, character graphics and prefabs, UI graphics, and a sample scene that shows the issue.
If unsure, create a .zip of the whole project and PM me e.g. a Google Drive link. PMs can be sent from the Message button on my…
The GK_conversation menu comes with a Unity UI counterpart - try switching its Source to Unity UI Prefab, and see if that makes a difference.
Otherwise, I'll need you to send me the files via PM - I can't recreate any issue.
I can't reproduce such an issue using the "Gabriel Knight conversations" template you mentioned you were using. Does the issue still occur if you switch back to that, i.e. set your Menu Manager asset back to the one used by that package?
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Try this alternative, which will reset things to the first expression listed in your character's "Expressions" panel. You can replace "0" with the ID number of the default expression you want them to have:
using UnityEngine;usi…
It should appear in the "Dialogue" Category. "Custom" is provided available for cases where a custom Action's category doesn't fit the pre-defined ones.
The Reset character expression with each line? option takes effect when a character begins a new line - so if the portrait is lingering after a line, it won't have a visible effect.
The OnStopSpeech event should indeed be what you want. Try this s…
You could make a new token for each NPC in the same way, but it wouldn't be too convenient. Alternatively, you could have a more general "NPCExpression" token that instead affects the last NPC to speak.
This script, CustomExpressions.cs,…
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What exactly do you mean by "the char is not showing"? If you click on the Player's name displayed in the AC status box, it should ping the Player in the scene - is this the case?
Is it possible you have multiple Player component…
Apologies for the trouble.
So W/S always move the character in the same direction, regardless of the camera orientation. Is this also true for the A/D keys?
Though your screens suggest this shouldn't be the case, it does seem to have behaviour as…
Welcome to the community, @nht.
AC has it's own "Camera perspective" setting that is separate to Unity's "2D/3D" option when creating a new project. This allows for multiple AC games to exist in a single Unity project, and for …
Welcome to the community, @vga256.
I wouldn't recommend omitting anything other than the 2DDemo and Demo folders initially, and certainly these are safe to be left out.
Once you've used the New Game Wizard to create a new set of Managers, however,…
The issue is that you're using too old a release - you must be using the latest AC version for the custom Action to work.
AC - along with any other Editor asset - will be hidden from view if Unity is opened with a compilation error. Remove the scr…
Welcome to the community, @DDX90.
Sounds like you've done everything right. It should be the case that Unity saves and changes made to your game before quitting, but is it possible any of the steps you've listed above have been reverted by restart…
Welcome to the community, @anyleiin.
The error message will be preventing it from showing up in the Actions Manager - once removed, it should show.
The Action's category etc won't affect installation, but it's filename will. Have you named it Act…
It should work, though a bit of a hassle.
Instead, I shall look into providing an additional property to the DialogList menu elment, that will let you choose between mapping an element to a option by index number, or by the option's ID number. Wit…
If you have a script with a public function added as a component on a GameObject, you can trigger that function with either the Object: Send message or Object: Call event Action.
For example, you could have a script with the following function:
pu…
If you have a public function in a custom script that you want to call, you can do so with either the Object: Send message Action, or the Object: Call event Action.
Note that when using these Actions, you must set the Object field to be a GameObjec…
A DialogList element's options aren't mapped to the Conversation options 1:1 - they're mapped to those that are visible.
For example, the first three options/slots in a Menu will always be linked to the active Conversation's first three available o…