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The only difference with clicking "Import" next to a specific language is that the Import Wizard window will auto-set the last column to import that language. You can still specify this manually from the generic "Import text&…
You can think of PopUp variables like a string array or enum - basically, a set of pre-defined strings, e.g.:
"Green", "Red", "Blue".
When setting/checking a Popup's value, you're actually dealing with their "ind…
Please use separate threads to ask separate questions - it makes it much easier to give answers and discuss where necessary.
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That Action will load an autosave - not save the game. But depending on how complex your game/scene is, the saving…
If you're mixing 2D and 3D, what is your Settings Manager's Camera perspective field set to?
By "panning", you're referring to the GameCamera 2D's "Ken Burns-effect" scrolling, whereby the perspective remains fixed?
A GameCamer…
The OnStartSpeech event is triggered whenever a character speaks - and you can hook into it to extract both the speaking character, and their speech, to update a Text component. No need to hook the Text component itself to AC's Menu Manager.
A tut…
Try this: open up Menu.cs, and find the line "Enable ();" around line 1871.
Immediately underneath, insert the following:
KickStarter.playerMenus.UpdateMenuPosition (this, KickStarter.playerInput.GetInvertedMouse (), true);
Does that re…
Yes - the GameObject with the Follow Sorting Map component attached (which should typically be the "Sprite child") has its position set.
What you can do, however, is move your actual animation / sprite graphics to a child of this "sp…
What are your AC / PM / Unity versions, and how and when are you checking the AC variable?
The AC variable won't be updated the moment the PM variable is - it's instead updated at the moment its value is requested, i.e. with a Variable: Check Actio…
Yes - crossfading to a menu will close all others.
For full control, set the Button to instead run an ActionList that uses a series of Menu: Change state Actions to control the specific Menus you want to.
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This would be the equivalent of using the Object: Add or remove Action to spawn it, so yes - provided you've checked Save scene presence? in the Remember Transform component, and also given a non-zero Linked prefab ConstantID value.
This va…
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In a new thread: what AC version, and what exactly is the "freezing" behaviour? How and when are you autosaving? I need steps to be able to recreate the issue - the more details you can share, the more readily I can do so.
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What is your AC version?
Lets see these same speech lines as displayed in the Speech Manager, and the speech actions.
Are these coming from a scene-based ActionList, or an asset file, and how are you referencing the speaking character (i.e. a pref…
Recreated - never mind the list details.
Unfortunately a fix requires some changes made to a couple of other scripts, but I will include it in the next minor release. Apologies, but it should be out soon.
What message do you get in the Console when calling TurnOffAC ()?
If you have yet to load in the main AC scene (which is where you say AC's scene objects are placed for the first time), then doing so should have no effect - since AC is not yet load…
I will attempt a reproduction, but is this also related to TMPro?
If, in a duplicate project, you hook up a regular Text component instead, does the same thing occur?
I'll attempt a recreation, but I'll need to see those Actions in context. When is this list being called in relation to the Menu actually showing / speech being displayed?
Going by the WebGL game you linked to, I'm guessing this isn't so much about "ToggleCursor" exactly, as just being able to click-and-drag to rotate the camera?
There's a couple of ways you could try this:
1) Use First Person mode, then a…