Whoops, there's a bug - thanks for the report!
In PlayerInput.cs, replace the line:
SetTimeScale (timeCurve [timeCurve.length -1].time);
with:
SetTimeScale (timeCurve [timeCurve.length -1].value);
Then, the curve in your example would have a st…
Welcome to the community, @avazquez.
Seems like this boils into two separate tasks: how to change the menu display, and how to trigger such changes.
For changing the menu display, you've a couple of options:
* Create different Subtitle menus for …
Are these two characters speaking the same dialogue, and is the character that isn't chosen effectively removed from the game?
If so, I don't see much complexity involved beyond switching to the right player for the first time once the user has mad…
Always back up before an upgrade, but you should be fine with either. There aren't any differences between those Unity versions that'll create a conflict with AC.
I understand your meaning, though it would be tricky to pull off.
What you can do, however, is use an Integer parameter to set the value of a Global PopUp variable, and then use the Variable: PopUp switch Action to iterate through the various outco…
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I would recommend adjusting the blend shapes themselves to be less intense, but the fixed "100" value is set in the Char script's ProcessLipSync function. You can replace both instances of 100 to 50 to reduce the intensity.
(Quot…
You can hook into the OnMenuTurnOn event to set its visibility automatically:
using UnityEngine;using AC;public class SetTimerVisibility : MonoBehaviour{ private void OnEnable () { EventManager.OnMenuTurnOn += OnMenuTurnOn; } private void OnD…
Any Manager field can be changed at runtime through custom script.
To get an API reference to a given field, right-click on its label and choose "Copy script variable". In the case of the "Hotspot detection method", this is:
A…
Your Journal element is named "Journal", but you've got it configured as "PageText" in the component Inspector.
If you still have trouble, please share uncropped screenshots of your Menu, as well as the source of "page2&quo…
If your speech Actions are chained together without delays, then yes - it'll turn on for the first and remain on for others.
Hook into OnStartSpeech as you were as well - you can then redirect both events to the same function, i.e.:
private void O…
Unless you set the Appear type to Manual, then the menu will turn on/off automatically based on the condition you set.
However, if a menu is locked, it will not turn on even when this condition is met. This can also be done with the Menu: Change s…
Currently, you'd have to set the Appear type to Manual, check "Clickable in cutscenes?", and manually turn it off when you pause the game - but I'll see if this can be done for "Except When Paused" as well.
OnMenuTurnOn will trigger each time the menu is turned on - regardless of whether it is duplicated for each line:
private void OnEnable () { EventManager.OnMenuTurnOn += OnMenuTurnOn; }private void OnDisable () { EventManager.OnMenuTurnOn -= OnMenu…
With the changes made to the player-switching system in v1.70, this should mostly be do-able:
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Other scenes can be loaded in additively with the Scene: Add or remove Action. Such scenes will appear in their own "world space" positi…
Your script could alternatively read the value of a "Scene attribute" that's used to determine the animation speed for each scene. That way, if it reads a value of e.g. -1 (which you'd set for all non-map scenes), you could have it revert…