In C#, variables are private by default - they won't be serialized unless you tell them to be.
Make chosenSpeechBubbleTypeIndex, applyPortraitSpriteRotation and rotationVector public for their values to be saved.
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What method are you using to set phoneme frames, and what exactly is the timing issue? The processing speed can be adjusted in the Speech Manager.
What navigation engine does the scene use, and are both the NPC and the destination on the NavMesh?
The Character: Move to point Action has an optional time-limit option, that causes the Action to be skipped if a certain time is exceeded. Are you …
No problem!
About your Player: If you create a prefab from your Player object, you can assign this file as the "Player prefab" in your Settings Manager. This prefab will then be spawned by AC automatically - and will transfer between sce…
It depends on what exactly you want to do and replace. I assume you're looking to both spawn and remove things at runtime? What about save data?
Again, I recommend getting things working the way you want in a non-AC scene. We can then see about …
If you're using pooling to handle object presence, I expect it'd replace any Object: Add or remove Actions and Remember Transform components from AC that handle an object's presence in the scene.
Custom code would have to be used to replace those, …
So your character's "Animation engine" is Sprites Unity?
Lipsync is handled automatically by that engine. It works by playing the talk animation at zero speed, mapping the phoneme index to normalized time.
For example, if you have 5 pho…
Constant IDs and Parameter IDs are both AC concepts. Simply exposing a Vector3 or Toggle field doesn't involve AC - only Unity's API.
Are your variables public or marked as [SerializeField]? Unity won't serialize (save) private variables otherwis…
Are you using a custom integration script? There's a couple on the wiki.
With AC's built-in animation engines, you can incorporate a "Phoneme integer" parameter into your Animator, which will be updated to the character's current speakin…
Welmcome to the community, @pablo285.
In the Menu Manager, is your Menu's Position type set to Manual? If so, it shouldn't be moved by AC at runtime. Is the RectTransform that's moving the same one assigned as the Menu's RectTransform boundary pr…
Create an ActionList asset to handle the Trigger's Actions (removing the object, adding to the inventory, etc), and then set your Trigger's Source to Asset File to have it trigger the ActionList instead of its own Actions.
Then, in the ActionList a…
Is that a strict requirement? AC does allow for the placement of such objects in "SaveableData" Resources subfolders for better performance - see the Manual's "Performance and optimisation" chapter for details.
Otherwise, how m…
If you drop the prefab into a fresh scene, does it show?
If not, it's not caused by AC. I've experienced this myself when updating prefabbed models from Blender. I expect you'd get the same behaviour without any AC components.
Check the Unity fo…
Welcome to the community, @Wogoat.
The way Hotspots are interacted with is set your Settings Manager's Interaction method. I assume you've currently got this set to Context Sensitive?
You're right about the way it behaves - this mode goes for a &…
Open up MenuToggle.cs and add the following to the bottom of its ShowGUI function:
ChangeCursorGUI (menu);
I'll do the same as part of the next update.
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In that case, probably best to just get rid of the OnDeselect function / event completely.
You'd then instead update the lock state of all menus explicitly in OnSelect, i.e.:
else if (examineHotspot == true){ PlayerMenus.GetMenuWithName…
Looking great!
Understood if this is too early to do so, but it would be great to have a page on the Integrations wiki about this - even only to serve as another link to the repository.