I did some testing of my own on PC and it does seem that the extra "true" parameter should be there if you've enabled AC's own linear-space texture option. Please correct me if I'm wrong on that.
The lag is - I suspect - due to the algor…
The "flash" option causes all Hotspots to brighten then darken - so that you know where they are.
If you want the highlighting to be a custom effect, you'll currently need to uncheck Auto-brighten materials when enabled? and then use the …
The "Default" dialogue option needn't be enabled - you can use that to run your "time out" Actions without it being available as a choice for the player to pick themselves.
When using "First Person" movement, AC will automatically switch to the First Person Camera whenever you're in gameplay.
The camera can be switched during a cutscene (i.e. an ActionList that pauses gameplay), but will be reverted once gam…
Is this all happening at runtime? There's no need to define editingAnimEngine if so - since it's only used to update the UI in the ActionList Editor / Inspector.
The real issue here seems to be that you're trying to run the Action directly by call…
Any Manager field can be modified at runtime through script - just right-click on the field's label to get an API reference to it. In the case of the **Scroll speech text?* field, it's:
AC.KickStarter.speechManager.scrollSubtitles
You can then us…
Are you only displaying one at a time?
It should just take a simple custom script, but it may need a tweak to AC itself to make it possible. I'll look into it.
I'm not clear on where the "loading" message that appears is coming from. Is this an AC menu, or some separate script/asset?
Try also the latest AC - even if it's in a duplicate project just to test if it solves this particular issue.
Overriding the character's root position will cause problems, but you should be able to adjust the sprite child's local position without much fuss. You can access this with:
myCharacter.spriteChild.localPosition;
You too, I look forward to the demo!
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Saving the game from an Action detaches it from the way in which the Action was called (e.g. a menu) as it can be called from anywhere. When loading, the menus will be restored to their previously-saved…
If you had the wallpaper be part of the scene, you could position it in between the play area and the camera - so that when characters move off-screen they're drawn underneath.
You don't need to reference an NPC itself - just the Variables component that's attached to it.
For example, to update a variable attached to an NPC, create a Variable: Set Action, set the Source to Component, and then assign or drag/drop the Varia…
I wouldn't know about TNet specifically, but you can sync a Global Variable to external scripts by setting its "Link to" field to "Custom Script" and then hooking into the OnDownloadVariable / OnUploadVariable custom events.
See…
You can use KickStarter.player to get a direct reference to the Player character.
If you want to associate different dialogue options with different characters, you'd need to hook into the OnClickConversation custom event and record a script variab…
What do you mean by "active conversation choice"? Would each option in a Conversation relate to a different character, or do you mean the character you're having a conversation with?
Recreated an issue with the Variables Manager (the window's just too wide to fit), but can't see anything wrong with the Menu Manager. Do I need to select a particular menu?
Keep the "Turn root object in 3D?" option on. It sounds like there's an issue with the sprite child not being able to turn correctly.
What's your Player's hierarchy like? Are you using a 2D skeleton? Also be sure to have him rely on 3D…