Unfortunately, I get no issue importing the "raw" CSV (the second you sent) into the Speech Manager. This is on both Mac and Windows.
The first CSV is certainly corrupted - but this looks to be an issue with the file when saved externall…
When dealing with prefabs, you'll want to rely on ActionList assets. Each of AC's logic objects (Conversations, Hotspots, Triggers, etc) can be made to work with ActionList assets instead of scene-based ones. Just set its Interaction source field …
Welcome to the community, @galamot.
The integration was made specifically for/with UCC, but from what I understand it should be cross-compatible, since Opsive's assets have a shared codebase.
The "HasArrived" property was added recently …
Yes - though that was for a specific situation. If you're facing a related issue, it's likely due to a very specific combination of settings.
You mention in another thread that this is related to an "invisible" menu. Create a new thread…
Your code blocks aren't conditional. If examineHotspot is true, then all the code above it will be ignored because the code that then follows overrides it all.
You're also not unlocking anything in OnSelect, meaning things can only become locked.
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The change will take effect, but it'll also replace any values stored in save game files, since those variables are now no longer part of "regular" save game data.
So when a user updates and restarts, the values should become whatever the…
You could feasibly write a custom Action that checks if a given line ID has already been said (replacing the "Variable: Check") Action, but you'd have to first create the other speech Actions in order to learn what ID value to use.
Using …
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The script won't lock the Hardware cursor - but if you supply a transparent texture in the "Empty Texture" field, it should apply that to the Hardware cursor to make it invisible.
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An alternative to giving a Hotspot an &quo…
Unfortunately, it is a complicated aspect.
With Hardware rendering, your actual system's cursor is used - so this'll always be displayed on top of everything, no matter what.
With Software rendering, AC relies on Unity's OnGUI system to render the…
It may be a duplicate of this error, involving Safari and WebGL.
Give it another try - I've reverted to WebGL 1.0, which that thread suggests.
Otherwise, I'm not sure what else to try. Though, I can confirm the error message itself isn't specific…
It's an asset file - click the filename at the top of the Speech Manager tab in the AC Game window. That'll reveal the asset file that stores it's data, which you can then send.
The script above provides the ability to do so in an Action, but see also my first reply in this thread - if your Menu is rendered with Unity UI, it's possible to control any property, colour included, using Animation.
Welcome to the community, @dannyjebb.
Certainly - the included animations and characters are just for demonstration. AC can work with whatever character graphics and animation you supply, provided they can be imported into Unity.
AC is not a grap…
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Yes - just give your code a tab-indent.
The ScummVerbLine script has been replaced by the ScummInterface script in the Nine Verbs Template package, which has been updated to work with the latest AC release.
The other amended scripts:
Verb…
Update: I think I stand corrected. WebGL on mobile devices does appear capable of receiving touch events.
You can test a variant of AC's 2D Demo, specifically using Touch Screen input, here:
https://adventurecreator.org/files/2DDemo/TS/WebGL/
Th…
Welcome to the community, @phoenixstudios.
AC relies on Unity for input, so it's still bound by the restrictions/allowances that it provides.
AC does have a "Touch Screen" input mode, which will cause it to listen to touch input when run…
Sorry for the trouble.
Is the second message complete? It looks like it's missing the actual error - it's only a list of line endings.
When exactly do such messages show, and what is the state of a typical ActionList that has such an Action? Do …