v1.71 introduced an overhaul to the player-switching system. As part of this, AC will now keep track of which scene a Player is in.
However, you now need to define the starting position and scene of each non-default Player - otherwise, they'll app…
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Your ActionList shows two VideoPlayers being controlled. What state exactly do you wish each to be in?
When skipping an Engine: Play movie clip Action, the movie will be stopped automatically. Though, perhaps this shouldn't be the case if…
I shall look into upgrading this Action with the ability to override the scale with an Integer parameter. Can you share screenshots to show how you mean to override it with a popup variable parameter?
For automatic translation inclusion, you'd have to make it a Unity UI-based menu. But you needn't create a separate menu for each slide - you can attach an Animator to the Canvas that hides/shows different slides, and control its state with an Obje…
If the character only ever faces one direction, you've no need to define directional idle animations. Just set the NPC's Facing directions field to None, and you can reduce your Animator Controller to just "QuintonIdle" and "QuintonM…
Don't assign an animation clip (e.g. Walk_L) in the Timeline - that's what this Timeline track will handle automatically.
The animation track you need to create needs to control the character's position only. The "Character Animation 2D"…
Check the Console - it should report how the Player has been set.
Is Player switching set to Allow? Local Players are not possible in this case.
KickStarter.player will return the active Player, yes.
Welcome to the community, @asashour.
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Updates are free. There are no current plans for this to be changed.
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It is. There are no plans to end support and updates anytime soon.
Fixed, thanks.
Separately, I recommend using the 2D tutorial video as the first point of entry if you're new to AC. Many of the features covered are applicable to all perspectives - not just 2D.
My guess is that Unity's first person player script is overriding control of the system cursor. You can confirm this by unsetting your current Player prefab / object, and assigning e.g. Tin Pot from the 3D Demo, who's also equipped to run in First …
The Action would have already been lost if they're now not showing - the issue that the latest release fixed was related to "null" Actions causing problems, so it sounds like the Actions were already broken by this point, I'm afraid. Why …
Are you forcing the aspect ratio in the Settings Manager, so that you get letterboxing / pillarboxing in the Game window?
How the Always fit within screen? option works exactly will depend on the Canvas's Render Mode setting, but the principle is t…
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I'm not familiar with the ThirdParty: Ink integration Action. Is this running the AC Conversation / changing the way it behaves? Temporarily remove it and just rely on a standard Dialogue: Start conversation Action - I need to know if this…
Welcome to the community, @abasov90.
What is your AC version?
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It shouldn't be, but how low-performance of a PC are we talking about?
You say Hotspots "sometimes" don't work - does that mean that all Hotspots may work / may not w…
Options data is set per-profile, per install of a game.
By default, a game only has one profile - so your SFX, Music etc volumes will all have one set of values for that PC's install of the game. They'll be independent of save games, so that loadi…
Not if the Menu is rendered with AC - as the outline colour is fixed,
If you switch the menu's Source to Unity UI, however, then you'll have greater control over its highlighting effects. By setting the UI Button component's Transition field to An…
Sounds intereseting, @juanelo_dev.
You can edit the script of any Action via its cog menu in the ActionList Editor window. The Camera: Switch Action is stored in ActionCamera.cs - which you can subclass if you want to make an Action that derives f…
At which point in which video does the Conversation bug occur?
Assuming the ActionLists you're running are only handling cosmetic duties (i.e. removing parts of the UI), does the Conversation work again if you unset them from the "ActionList w…
The child's placed on the "Ignore Raycast" layer, which will cause the Hotspot to be disabled at runtime. Move it to "Default", and it should be interactive.
I personally prefer to disable Action display in the Inspector (via the Actions Manager) so that they're only editable in the ActionList Editor window. Doing so also enlarges the "ActionList Editor" and "Run now" buttons.