When two characters are in the same area, they will have the same Sorting Order. Their Z-positions will be altered slightly to make sure they're drawn in the correct order.
I need to know if this is a case of that not happening when it should.
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In that case, it's probably best to do this in the ActionList that drops the torch, so that it is not inadvertently selectable while being held.
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To update an Animator, set the Action's Animation engine to Mecanim. "Mecanim&quo…
The errors aren't related to the video player specifically, but they do suggest that you're having a wider issue in that AC's Managers aren't loading in.
Is the only perceived issue being that of the video not playing, with everything else AC-relat…
The process for quality settings is largely the same: create a new variable, and use it to record the player's choice, and then use that to apply the correct setting.
The difference with Quality Settings is that - at least so far as I'm aware - it'…
Both your menu and the tutorial are fine.
The loading progress is determined by reading Unity's own AsyncOperation.progress value.
Exactly how this value is set is down to Unity, but it's not always as clear-cut as simple as a linear progression. …
Welcome to the community, @Emmilie.
Apologies for the trouble. The API changed recently which required a change to the package, but it should have been updated already.
I've re-uploaded the new package - could you try downloading again and re-imp…
There is - see the Manual's "Menu scripting" chapter for details on how Menu and Element properties can be accessed through script.
Here's a variant of the wiki script that works for an AC menu named "Subtitles":
using UnityEng…
Thanks for the package. The issue occurs when the animation has looped through at least once. The "normalizedTime" value includes the number of times it's been played to completion, so just needs to be reduced to be less than 1.
This sh…
I would need to see the error in full - stacktrace included.
At what time does this error show? If you're starting with the video scene, try starting with a different scene and then switch to it - we'll need to see if this starts as a result of yo…
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The approach looks fine, but I notice a couple of things:
1) You're enabling the Torch Hotspot in its Use interaction - should it instead disable it?
2) You're not disabling the Active Input in the ActionList_Drop asset, so repeated presses…
Looks OK - but again, you don't need to strictly map a Unity UI element to an AC menu if you're handling it all through script.
From the Speech parameter provided by the OnStartSpeech_Alt event, you can grab the character's portrait texture directl…
Does your Subtitle menu have Use character text colour? checked? If so, AC will update the Text colour according to the speaking character's Speech text colour property.
Otherwise, is your Menu rendered with Unity UI? If so, what colour is its Te…
I think the only thing for it is to PM me the scene itself. I'd need a .unitypackage file of your Managers, the scene, your character graphics, prefabs and Animator Controllers, as well as instructions to recreate.
You can hook into the OnChangeLanguage custom event to update your fonts automatically - for example, in a Unity UI-based menu:
https://adventure-creator.fandom.com/wiki/Per-language_Menus
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I'm referring to it playing, not building. Connect the Console to your build on the device:
https://answers.unity.com/questions/125049/is-there-any-way-to-view-the-console-in-a-build.html
It should be possibe, yes.
If you've (separately) duplicated both a Unity UI element, and its AC element counterpart, you can edit the element's class values to re-link it.
In the case of multi-slot elements such as a DialoguList, you have to iter…