Welcome to the community, @Andrés_Artline.
Menus have two rendering modes - internally, or with Unity UI. Which one your menu uses is set via its Source option in its properties in the Menu Manager.
Which are you currently using? If this option …
Apologies - I'm not trying to pass the buck, just understand the root cause. And I do regret your loss of work, whatever the reason.
Naturally if there's an issue with AC itself, I'd like to address it. However, it's not something I've been able …
This looks to be a duplicate of this issue.
I will be addressing this in the next update - but that thread offers a temporary solution in the meantime.
Likely not without seeing things for myself.
If you can reduce the issue into a .unitypackage of:
* Manager assets
* Scene file
* Player / NPC prefabs
* Character graphics
PM it to me and I'll take a look.
PrepareStringForLoading shouldn't be called, though in this situation likely neither should PrepareStringForSaving. I suspect that with some tweaking, a custom event shouldn't be necessary.
I'll look into this further.
And when using AC as the source, things then work?
Your screenshot only show the Menu as rendered by AC - but the ActionList itself looks fine. If all works when using AC as the source, then the issue will be related to the UI prefab - though I ca…
Are both of these Menus rendered with AC? This is the case if their Source field is set to Adventure Creator.
If so, render order is based upon their ordering in the Menu Manager - so Menus going down the stack will be drawn last. Just move your …
"FSM" stands for Finite State Machine, which is the core component of Playmaker - it's essentially a logic-chain that - similar to an AC ActionList - can update the behaviour of a GameObject according to logic and other input.
With AC's p…
Certainly as it relates to Brain2D, who I'm testing with, the issue is to do with the fact that your scene has non-Trigger colliders (e.g. the bathtub Hotspot). Brain, who relies on a Rigidbody2D, is colliding with them and its hindering his moveme…
Not to the internal record, no - again, this is handled automatically.
You can, however, wire up your Animator Controller to rely on "IsGrounded" normally, but "IsGroundedCustom" (or some other Animator parameter) during this sp…
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Create at least one language in the Speech Manager, and then check Don't use at runtime? besides the Original language. Your new language (which defaults to the original text) will then be used in place of it - and you can overwrite it with…
I'm afraid the result of the issue may be similar, but you're experiencing a separate problem to the one you linked to.
It's not an issue I can recreate my end, but I believe that your issue is instead more to do with Unity itself. Scene-based Act…
What state of the material are you specifically trying to save? Likely you'll need neither, but a custom one.
Remember Animator stores data of an Animator component. Remember Material will only sure which Material is assigned to a Renderer. Prop…
Importing a CSV file will only affect translation from text gathered by the Speech Manager - not the original text sources (i.e. the root Dialogue: Play speech Actions that they come from).
However, it's possible to only rely on "translations&…
Is the warning persistent or just once? It's likely safe to ignore.
No, the script is one-way only - for the moment, you should disable the Slider's interactivity so that it's not possible to move it manually.
The reverse way would probably be a …
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Odd. That's not the behaviour on my end. Does the log appear for that as well?
Share the full message, stacktrace included, so we can see where it's coming from.