Not without scripting - unlike Hotspots, inventory data is stored in asset files.
The easiest way around this is to create a second instance of the item - i.e. same graphic - but with a different label. You can then swap one for the other using th…
The Player walking to a Hotpsot before an Interaction is run is a separate process to the Actions that follow once he's reached it.
If you want to skip the whole thing, it's better to set your Player action to Do Nothing, and use the Character: Mov…
These scripts will provide a bare-bones Timeline track that can be bound to a character, and will change their expressionID in each clip:
ExpressionBehaviour.cs:
using UnityEngine;using UnityEngine.Playables;namespace AC{ [System.Serializable] …
If you use URP, you'll need to make use of events to update the shader that you use.
A sample script that does this for Easy Performant Outline, which is URP compatible, can be found here.
For in-game menus to be directly-navigable, you need to allow for it using the Engine: Manage systems Action.
See the Manual's "Navigating menus directly" for full details.
I'm not sure I follow your meaning. What do you mean by "action with left"?
Are you looking to skip an entire ActionList (which can be done by invoking the "EndCutscene" input), or moving the Player instantly to a Marker they'r…
Yes, true - if set to Mecanim, their "Is talking" parameter will be True - but this doesn't necessarily have to cause a talking animation to be played, depending on how the Animator's transitions are wired.
A custom track type could be wr…
Welcome to the community, @Panzer_Ravana.
Certainly it being open-sourced makes it more widely-accessible, though (presumably) that's countered by a lack of official support.
AC's custom inventory events are the way to go with any kind of inventor…
Welcome to the community, @KancilBodoh.
If your project has a red script-compilation error - regardless of source - it will prevent third-party menu items from appearing in the top toolbar. I suspect that's the situation here.
Check your Console …
Personally, I wouldn't recommend the use of Markers for something like this, due to their detachment from bound objects, unlike Tracks.
It's possible to change expression inside Speech Tracks, by using expression tokens:
[expression:Name]
(This t…
It should be possible to override behaviour using events - you can still rely on AC's Speech Manager for assigning / defining the audio data itself.
When speech is played, it triggers the OnStartSpeech event, which gives information about the chara…
(Quote)
You can only skip cutscenes that block gameplay, so it'll be a case of altering your Menus. If they currently have an Appear type of During Gameplay, they'll need setting to something else to keep them visible during cutscenes.
In the curr…
Welcome back, @tdcpresents!
That you have different behaviour between platforms - and when taking screenshots - makes me wonder if the issue is more to do with your OS version. AC's aspect-ratio handling is platform-dependent, so there shouldn't b…
Hard to say where the issue lies just yet. Is the character animating as well, or just sliding - as though being pushed?
I'm not clear on how the mouse is being used to change orientation. Is this due to the use of a "GameCamera Third Person…
It's not possible at the moment, but it's a fair suggestion. I'll give it some thought as a possible feature.
For context, can you share your full Speech audio settings at the top of the Speech Manager?
If you're encountering an issue, I'd like to see it fixed - both for you and other users.
I cannot recreate the issue without knowing how/when you're setting parameter values.
I'm not asking for your project - only the minimum files necessary to r…
By "skip the entire dialogue", you're referring to the entire chain of speech Actions - and not just a single line?
For that, you need to skip the ActionList itself - not the speech. This is done by invoking the "EndCutscene" i…