Welcome to the community, @dislexsicknik.
Certainly, sounds like a good fit for AC. AC can be used to trigger the playback of video clips, as well as create a menu interface that runs different blocks of game logic based on variable values etc.
T…
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The Manual included in the package is always up-to-date, but I have updated the website one as well.
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Thank you, I will consider these changes.
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As in, re-assigning the Managers? The simplest update method is to just not imp…
Any parameter you define in a character's Inspector will be updated by AC internally - so you'll need to manipulate a different parameter that causes the changes in animation state you want.
For example, an "Ignore talking" bool that - wh…
You shouldn't have to rely on an internal "ControlState" enum. To make sure you're always synced with AC, read instead the value of AC's movementMethod variable to be sure the correct code block is always run, i.e.:
if (AC.KickStarter.se…
Is this for a 3D game?
AC's direct control will respond to an input named "Jump" in Unity's Input settings, but your Player will need to have a Rigidbody component as well. Check your Console for messages when pressing an input named &qu…
For the scene to be included in the "gather text" process, it must be added to Unity's Build Settings.
The display of Subtitles when speech audio is present is based on your "Show subtitles?" option in the Options menu - but the…
There's an OnCharacterSetPath event, but this is only called when pathfinding. Direct player movement (i.e. from key input) is continuous, so there isn't an equivalent for that.
Best to check for it in an Update loop, as a result. You can check i…
Welcome to the community, @vaddi83.
The new player-switching workflow, that provides "Edit start data" boxes in this window, was introduced in v1.71.0. You will need to update AC from the Asset Store to make use of it.
Thanks for the details.
It doesn't sound like anything's getting "doubled-up" - AC will make use of your Animator / Animator Controller for playback, so if the character already has one, then AC will use that as opposed to adding its own.…
Welcome to the community, @LRazvan96.
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Yes - AC, and its save system, is compatible with Android devices.
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Not built-in, but it could be added in the project alongside it. You would need to supply your own C# script to trigger ads t…
Welcome to the community, @freshkosose.
Can you share more details about the way the character has been set up? The video shows the issue, but not much in the way of things behind-the-scenes.
Are you looking to integrate this character with anoth…
The 2D Animation track requires AC to be running for it to work - so it's not possible to have it preview anything in Edit mode.
As for the main issue, it shouldn't be the case that AC itself is disabling any GameObjects directly - it's likely the …
Have it reference an ActionList asset, and then attach the Set Trigger Parameters component, which lets you define values for all parameters associated with the asset.
@MDWallstreet: Where are you getting the "this page has moved" link from?
You should be able to download and import AC from the purchase page on the Asset Store, provided that you're logged in at the time.
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Easiest would be to just check the Inspector as the scene starts. It may, on occasion, be set to "DistantHotspot" if you're using vicinity-based Hotspot detection.
If it's being caused by the Hotspot or Remember Hotspot component…
Version 1.71.7
* Fixed: The "Dialogue: Start conversation" Action not running subsequent Actions if "Wait until finish?" is checked (properly this time!)
* Fixed: Minor errors with the ActionList Editor when framing specific Act…
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This is at runtime? Pause the game when this occurs and view its Inspector and the object in the Scene view - does it give any clues as to why it's not showing?
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Easiest way to tell is to disable it and see!
The script only kicks i…