You just need to define the speech event token itself.
using UnityEngine;using AC;public class ShapeableTokens : MonoBehaviour{ private void OnEnable () { KickStarter.dialog.SpeechEventTokenKeys = new string[1] { "shape" }; …
This is your "OnStart" ActionList, assigned directly in the Scene Manager after setting the ActionList source to Asset File?
This message means that the ActionList has been ended, but AC is still retaining some data about it. For example…
Thanks for the details - I'll attempt a recreation.
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Yes - the Action's "fade" should really be named "transition", as this option will simply use whichever transition style you opted for in the Menu's properties.
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No - this is an event hook, which means you can paste it into a custom script, and hook it up to the event system so that it gets triggered every time that event is fired. In this case, it's the OnSpeechToken event.
The Manual chapter I me…
Do you want to edit the words yourself, or allow players to?
You can modify the date format at the top of the Settings Manager, but to control the label fully you'll need to use the Save: Save or load Action to perform the save manually as oppposed…
Strange - all links on the Downloads page have no such extension. Could it be that your browser is adding the .txt automatically? What are you viewing the page with?
Either way, if you manually remove the .txt from the address/file they should im…
AC will only ever control the "RectTransform boundary" - and that's only if you give it a dynamic Position type setting (e.g. Above Speaking Character, or if you're using the Auto Correct UI Dimensions component.
If you don't wish for the…
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As in, you want to use the mouse - but haven't got this set up?
One way to achieve this (and this is what I mean by "Walking Dead combat") is to simply attach Hotspots to your enemies - so that clicking them results in the Player …
@Alcaria If you're referring to "combat" in the form of the tightly-controlled QTEs and scripted-sequences that occur in Telltale's Walking Dead series, then certainly AC should deliver.
What UCC offers is more freeform, traditional comba…
OK, this seems to be a product of a few contributing issues.
Firstly, I suspect this is partially similar to the turning issue discussed in this thread.
Secondly, I also think this is down to the fact that when the Player's direction is set via in…
If audio is played in the normal way (i.e. the Speech class determines the AudioClip internally when constructed), then AC has functionality to end the speech line when the audio ends.
The Dialog's KillDialog function has an alternative that takes …
Recreated - though for me it also occurs regardless of any camera lock-snapping.
It does indeed seem due to the millisecond difference between releasing the two buttons. This difference is registered even when reading Input.GetAxisRaw, which does …
Welcome to the community, @eyetengu.
As others have said, AC is not intended for combat games - but traditional adventures that emphasise story and puzzles, as shown in the demo games and tutorial videos.
On a very basic level, a "fighting sy…
Welcome to the community, @redm33.
Sounds odd - what are your AC and Unity versions, and are you relying on "Asynchronous loading" via the Settings Manager?
As this is a visual issue, can you share some screenshots to help illustrate the…
Which tutorial are you referring to?
Not wanting to sound pedantic, but the AC Manual refers to the legacy UFPS asset - not UCC. A note on this is made at the top of the "Ultimate FPS integration" chapter.
The wiki link above is indeed …