Though the CMBrain camera component is disabled, you still need to set up your Cinemachine system in the usual way. Don't attach everything onto a single object - keep your CMBrain and VCams on separate objects.
As you made a local scene instance of it for it to be gathered up, it should be listed as Speech inside that scene.
If it's not appearing, PM me your Speech Manager, the CSV export, as well as details of a typical line to search for - I'll see if I…
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The AC Motion ability allows for UCC to be commanded by AC in terms of rotation / pathfinding when necessary. But the motion itself is still handled by UCC - AC is not in control of things like speed changes etc. Those would be changed as …
All of AC's scripts use the AC namespace - see the front page of the Scripting Guide for details.
To make use of it, you just need to add the following to the top of your script:
using AC;
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When AC gathers up your game text via the Speech Manager, it searches all AC objects and scenes for references made to anything translatable.
It'll be smart enough to follow links to e.g. ActionLists referenced by other ActionLists, but in …
Getting Unity to render sprites correctly in front of / behind 3D objects is possible, but it can be a bit tricky. Make sure the Sprite Renderer's "Order In Layer" is set to zero.
It may be down to what shaders or Render Pipelines you're…
A "Dialogue: Play speech" Action placed in an ActionList asset can be used to run speech from any scene.
If the speech is coming from a dictaphone, it may not strictly be necessary to assign a character to it, but it's possible to assign …
See the Manual's "Interaction scripting" chapter. To trigger an ActionList or ActionList asset through script, call its Interact method, i.e.:
public ActionList myActionList;void MyFunction (){ myActionList.Interact ();}
You don't st…
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This is when using Point And Click? Since you're mixing motion styles, you'd need to write a custom motion ability for that kind of behaviour.
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I'm afraid I don't follow. Can you share a gif/video?
You could feasibly use Categories, since an item's recorded category is essentially just an Integer variable mapped to it's intended category ID value.
However, Categories as a feature are more intended for separating inventory items into different…
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Unless you rely on Player-switching, or need the state of your Player to be saved between scenes (i.e. animation state), then you're not restricted to spawning the Player in at runtime - you can place them in the scene file.
Otherwise, you'…
I don't know what you're referring to with "Volume Variance" - is this a custom component? It's name does suggest that it would interfere with volume control, though.
There shouldn't be any difference in the Hotspot script's TurnOff function in builds vs editor.
What's the context surrounding that code? When are you running it, and how are you assigning the buttonsHotspots array?
Welcome to the community, @strbldsnch.
If no "Speech Menu Placement Child" is set, then AC will attempt to guess where subtitles should be placed. In the case of 2D characters, it will rely on the sprite child for reference.
As it sound…
Welcome to the community, @charlee.
Even if the Player is in the wrong place, are they only moving when you point-and-click? If so, it's likely that they have an offset sprite-child.
Check your Console when the game begins - if this is the case, …
I would if possible, yes. I'm not sure I quite follow all the settings involved, but if you have to change your Hotspot settings then it doesn't sound like things are working as they should.
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It shouldn't be doing anything by default - if you want to ensure it uses a controller by default, uncomment the line in the Start function, and set the Inspector field to Keyboard And Controller.
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Check your Console for the logs I m…