This can be accessed via the SpeechLine class's OrderIdentifier property:
int myLineID = 10; // For exampleSpeechLine mySpeechLine = KickStarter.speechManager.GetLine (myLineID);string myLineOrder = mySpeechLine.OrderIdentifier;
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If they aren't starting from a Node then they won't pathfind along a Node path - they'll just move directly to the final Node.
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For Players, you can associated a node with a PlayerStart.
For NPCs, such a component be simple:
using …
Welcome to the community, @Mcdoll.
The "Hotspot head-turning" feature in AC is really just a reactionary visual touch - in that the character's appearance is updated when a Hotspot is selected. From what I'm gathering, what you're lookin…
Welcome to the community, @BioFan.
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If the door uses the Draggable system, and its using a Hinge track, you can use the Moveable: Set track position Action to have it move automatically to a closed position (e.g. position "0" along…
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If you have subtitle-skipping enabled in the Speech Manager, you should find that clicking anywhere causes the subtitles to skip. A click to skip subtitles will take precedence over menu clicks.
If you're not already, you'll likely to make…
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This is where you define what kind of interactions an Inventory item can have - similar to a Hotspot. For example, you can create a "Look at" interaction that is triggered when the Player chooses "Look at" from the verbs…
It needs to be set to Choose Interaction Then Hotspot - it's a subtle difference in name, but very different in the way it affects gameplay.
With "Choose Hotspot Then Interaction", you interact with Hotspots by first clicking them, and th…
It's a big leap between versions, but I'd say it'd be best to go straight to the latest - especially if your use of AC has been chiefly with scene setup, as that's remained largely the same. Keep a backup at the ready, of course.
What you will wan…
It's all intended as a demonstration - it's expected that you'd want use it as a basis for your own system.
The menus are necessary for the default "First person" scene to work, since the custom scripts refer to them. But the scripts the…
A script to highlight hotspots while an input is held down, rather than single-pressed, can be found on the AC wiki.
As for the effect itself, you can attach a simple script to the SpriteRenderer + Highlight component that updates the color of the …
You're referring to the classic "SCUMM" behaviour of showing the pending interaction before an interaction is run?
This is among the improvements I'm looking to make in the update I mentioned above - where it's a lot closer to the classic…
Welcome to the community, @Sophie23.
This would be the expected behaviour if your Hotspot Interaction's Player Action field is set to Walk To Marker, since that assumes the Player's presence at the Hotspot is necessary.
If you set it to to Walk To…
Welcome to the community, @Vacerias.
The "Unhandled interaction" field is dependent on the Interaction method field, which can be set at any time in the Settings Manager - under "Interaction settings".
Is this currently set to …
The reflection probe may have needed baking. This would just be a case of baking your lightmaps in the Lighting window, but that'll be to do with Unity. AC doesn't perform any special rendering techniques - it just uses Unity's own systems for all…
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Agreed, and I apologise for the trouble this has caused. This may be one for Unity's engineers, as AC is still reliant on Unity's serialization features for storing its data.
I would still need to be able to recreate it on my end first, th…
Welcome to the community, @menashay.
Is this in the Game or Scene view, and at runtime or when editing the scene? And what if you do the same thing in a new scene?
As this is a visual issue, best to post a screenshot of the problem on imgur.com a…
Indeed - this should be simple, though it's possible a bug exists with the template. I'll be including an update to it as part of the next AC release.
Allowing an item to be selected in "give" mode should be a case of going to the Settin…
It will mess with your game unless you're just starting. The safest way to make use of it is to copy/paste each of its Menus into your own Menu Manager. The others should be OK to leave alone.
They are a separate add-on - the package provides both their functionality (scripts + prefabs) as well as the example scenes to demonstrate their usage.
There looks to be only 4 Actions here. I'm assuming there were a lot more before. I'd like to get to the bottom of it - but so far it isn't something I've been able to recreate.
How does your "test error" compare with mine?