Even with Wait until finish? checked, you can still have other Actions run during this time by preceding it with the ActionList: Run in parallel Action.
For what reason are you looking to have this option unchecked? If you can elaborate on the sit…
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Can you elaborate on this with screenshots?
My guess is that two cameras are now rendering, in that what you see in the Game window is not what AC considers to be the "Main camera" view. That may also account for the dip in frame…
Lipsync and audio assets can be associated with a line once gathered. If you re-use that line by referencing its ID, then the audio/lipsync files ought to transfer as well.
You'd have to create the "original" Dialogue: Play speech Action…
Welcome to the community, @monotonic, and thank you for the kind words!
When it comes to advertising, the focus has to be on what is possible out-of-the-box, but certainly more is possible with a little know-how. I'd be interested to see what you …
Given that this is a visual problem, can you share screenshots to illustrate it? I'm not entirely clear on your meaning - are you looking to prevent all Hotspots from showing when a given menu is showing, or only those that occupy the same region a…
The original post in this thread was related to DialogOption ActionLists. Are you instead referring to the use of parameters to override the Dialogue: Play speech Action's Message text field?
In that situation, the Action will not be included in t…
So the UI itself isn't tied to AC's Menu Manager?
You're disabling a child of the Canvas, but not technically the UI itself. What is the effect of disabling the "LaptopUI" object, and separately, the custom "Browser" component?…
You can assign an ActionList in the Menu's ActionList when turn on field to configure the Menu's appearance based on e.g. a Global Variable.
So if you have a boolean variable "Show New Game", you can use the Variable: Check Action to run …
The intensity will decrease from the initial value once the effect begins.
If you're looking for anything more complex than the standard behaviour, you may be best off relying on animation to get the right effect.
I'll consider it, though.
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In the Action, not the Animator?
It may be that giving a non-zero transition time causes the Animator to take a frame to begin playing the animation. Try the following: open up AnimEngine_Mecanim.cs script, then find the following (should …
2D pathfinding isn't collision-based, but instead uses the shape of the NavMesh's collider to work out where characters can and can't go. Placing down a collider will stop them getting past it, but won't stop them from attempting to.
The way to go…
The first gif - with Brain - demonstrates an issue with the current implementation of the "Radial outwards from cursor" option.
Fortunately, Unity introduced new methods in 2019 to make this operation much more accurate. I shall be inclu…
As in, duplicating the scene file itself?
Either method would be viable - it depends on how much you want to change, I suppose.
Modifying a duplicated scene won't affect the original, unless they both rely on the same prefabs and you end up making…
Getting the current time/date involves accessing System.DateTime.Now and choosing an appropriate format. You can then update an AC Global String variable with the returned value.
For example:
public void DayToVariable (){ string day = System.D…
The special effects like bubble-wraps around the dialogue, animation and character icons would require a fair amount of custom scripting. If you're not familiar with coding, I would recommend looking to see what dedicated assets are out there for s…
Here's an updated script. Upon dragging the finger from one Hotspot to another, this one will turn off the Interaction menu, as well as re-show it if you then release the touch over the second Hotspot:
using UnityEngine;using AC;public class Force…
A tutorial on assigning custom labels to save game files can be found here.
But you can also create a separate "Button" element in your Menu with "Resume" as its label, and load the Autosave when clicked. To do this, set its &q…
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It was in reference to the original issue posted - i.e. cancelling a pending Hotspot interaction when using an inventory item.
As Kloot mentioned, you will also need to do the same thing for OnInventoryCombine if you want the combining item…
Animating an object's child would cause the animations to be recorded in local space - which may or may not be appropriate, as the final placement of the sprites would depend on the position of the root object.
What's the actual context here? Are …