Generating from speech text will always come off as an approximation, no matter how many phonemes you provide.
For smoother lipsyncing, my personal choice is to use LipSync Pro on the Asset Store, but Papagayo is a free OSX alternative that AC also…
As each controller asset varies in technique, and project in needs, there's no "set way" to go about integrating a custom controller - but the process generally falls into two approaches:
1) Switching the AC Character's Motion field betwe…
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The "count" of an InvItem class now refers to the default amount the Player can carry. For the "live" count value, which is how many the Player is currently carrying, you need to refer to the "Count" of the Inv…
A single Objective can only have a single current state, but it also has an Inactive state, which is its default value - i.e. the one before the Started state.
The Objective: Check state Action can be used to check which state an Objective is in - …
Yes - Unity UI input is set by the EventSystem and associated input module.
AC has it's own such module that will be spawned automically, but you can override this by creating a new EventSystem prefab and assigning it at the top of the Menu Manager…
If it's only in the one scene, see if you can find out what it is about the scene that's causing it - though I can't imagine what in particular might cause such behaviour.
Does the same thing occur with the default Subtitles menu? Temporarily set …
Thanks for the clarification.
Remember Footstep Sounds and Remember Sound will both search Resources upon loading a save file, or opening a scene with them present. However, both of these do work independently from the data they actually save.
Yo…
Updating to the latest crossfade script would break things - as changes made to it also depend on an updated MainCamera script.
The only relevant bugfix I can find is this one, from v1.68.0:
Fixed: "Camera: Crossfade" Action not working …
A call to CloseInteractionMenu will turn off any Menu with an Appear type set to On Interaction. Is this the case for your own Interaction menu?
Here's a script that will print Console messages whenever a Menu named "Interaction" is turn…
By "maps", you're referring to scenes?
And by "window", you're referring to Unity's windows? Are these windows arranged such that resizing them will affect the size of the Game window?
Does this only occur in the Editor, or bu…
Welcome to the community, @thusky.
You'll have to use AC's New Game Wizard in order to use AC, but this is only something you need to do per-project, not per-scene.
Once you've created your Managers with the wizard, they can be used throughout you…
I don't have it to hand, but I've tried to re-write what it likely was here:
using UnityEngine;using AC;public class MenuEventTest : MonoBehaviour{ private bool canSelect; private void OnEnable () { EventManager.OnMouseOverMenu += O…
The MainCamera, which performs the rendering, won't transfer everything from the GameCamera it's attached to - only physical data such as position, rotation and field-of-view.
It's possible to hook into the OnSwitchCamera event to update it manuall…
Are the animation issue and Console warning always linked?
If the above warning is shown, it means that there is an issue with the character's path. It won't stop it from "trying" - so the character will still be considered moving, hence…
A Trigger shouldn't behave differently according to the Player's movement state - only whether or not gameplay is currently blocked or not.
Is the Player's movement part of a cutscene? If so, you'll need to make sure the Trigger's Reacts property …
You can't in the Manager, but that's an oversight on my part. I'll include the ability to do so in the next update - thanks for the suggestion.
You're correct that remaking the icons would mess up your Interaction connections, but it's possible to…
Parameters aren't automatic - they have to be incorporated manually on a field-by-field basis.
I'll allow for that field to be set through parameters in the next update.
If you're using the Mecanim animation engine, the "Turn float" parameter value will be scaled by the "Turn speed" - though exactly how you use this to drive your animation is up to your Animator Controller.
I'm not clear from yo…