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Yes, that's right. You'll get a conflict with phoneme texures, though, if your textures are being applied to the same material.
What you'd need to do is modify the LipSyncTexture component so that the list of textures change with each expr…
If the scene itself is 2D, a character will only move in the X and Y directions - hence the need for Sorting Maps to rescale / reorder their sprite.
For what reason are you trying to move in the Z-axis?
These are unhandled interactions as set per-icon in the Cursor Manager, so that the Player movement is handled through an Action?
The light-and-hold effect in the script takes effect while the character is auto-moving to the Hotspot, so there isn't…
See the use of the normalColorBlock, highlightedColorBlock and verbElements variables in the official script - they handle the highlighting.
I would recommend incorporating the official script and tweaking as necessary.
Moving a character will only result in their sorting order changing if a Sorting Map is influencing them.
If this isn't the case, is it possible that all sprites involved (both the character and the background) share the same sorting order? In my …
Welcome to the community, @Jairus.
Are you looking to drop the item in a specific place, or wherever the Player happens to be standing? You may need some custom scripting in that case, in order to determine exactly where the item should be placed.…
Welcome to the community, @AetherS.
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This is the key one. If you enable Player-switching in the Settings Manager, local Players - that is, those present in the scene file - are not possible. This is because AC handles the addition/removal …
Interaction menu
Don't assign the root prefab into the "RectTransform boundary" field - that field should be reserved for the root's immediate (and only) child, which AC will reposition as necessary.
Input system
I've updated the wiki s…
The first phoneme should be treated as the "rest" pose.
Are the textures applied when speaking? Share screenshots and version numbers if you need specific advice.
I'm afraid I can't recreate such behaviour, and the log doesn't glean much.
If you want to PM me a scene + Manager assets to test, I will, but otherwise I'm not sure what to suggest.
You haven't shared where/how you're using the money script, but you'd certainly get the behaviour you've described if it's been improperly configured.
Try placing a Debug.Log statement at the bottom of the OnInventoryModify script:
Debug.Log (&quo…
If your Speech Manager's Perform lipsync on field is set to Game Object Texture, then character's can change their texture to match the phoneme. You'll need to add and configure a "Lip Sync Texture" component on the character as an extra …
Yes, range-only weapons would make things easier. Either way, the combat mechanics from that era are pretty basic - a custom script could certainly cover it.
Bullets could be variables, true, but with AC's updated inventory system I'd recommend ma…
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Certainly I'd recommend becoming equally familiar with both, given that combat is to play such a vital role.
UCC will work best if you involve it more on the movement side. I should think you'd want to get tank-controls working in UCC alon…
Interaction menu
I assume the image is cropped, and that the top-left corner of it is the centre of the screen?
If the Menu's Position type is set to On Hotspot, then it should be the Hotspot's centre-point (which can be overridden in the Hotspot'…
It's nothing to do with your Player - and all to do with your replacing of the default MainCamera.
When AC's Scene Manager is used to create a new "AC" scene, it will update the default MainCamera with scripts to make it the AC MainCamera…
The above script will only modify the appearance of items that match the ID supplied in the Inspector. If it's applying changes to the first item, and removing its texture, I suspect you either have another instance of the script in your scene - or…