No, but if the Hotspots and object you want to highlight are both part of the same prefab, the connection will remain intact.
Otherwise, you'll have to use scripting to re-connect the two once you add the object into the scene.
You could do this w…
Welcome to the community, @BuckWillis.
I'm afraid I'm not clear on your meaning - does each Hotspot make its own sound? If the sounds are separate, you'd typically want each Hotspot to trigger its own Sound object.
If you can explain the situatio…
Welcome to the community, @rnort12.
Just to make you aware: a tutorial on creating a Player is also covered in video tutorials here and here.
There are a few things you need to make sure about to get point-and-click movement up and running:
* The…
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I'm not suggesting they're a direct replacement for any bool, but if you're using a bool to determine if something's been achieved or not, then you could feasibly check if an Objective has been completed instead. This may or may not be appr…
I can't comment too much without seeing the actual setup.
Are you able to provide steps (or better yet: a test scene) that clearly shows the issue? This sounds very specific / unique to your setup, so I'll need to know the exact details you have.
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I think that would be best. It wouldn't need either of the AC Demo folders, or any custom characters / models, just a test scene / Conversation that demonstrates the issue. If you PM it to me, I'll take a look.
Would this be when the character is not speaking - so that you'd be looking to just change the first texture in the Inspector?
That'd be possible through a script attached to the same object:
using UnityEngine;public class ChangeLipSyncTexture : M…
Make a prefab out of the object modified/generated by the Character Wizard, yes. This then gets assigned in the Settings Manager.
You're now safe to delete the object from the scene / Hierarchy, as this prefab will now be spawned in automatically …
Subtitle menus can be set to display only for specific characters or character type, but this is only true during gameplay.
When previewing (which is more intended as a convenience to show that the subtitles are working), only one menu dispay is po…
Details on how to use Audio Mixers with AC's sound system can be found in the Manual's "Sound" chapter - but they too require use of the Sound component.
The script I wrote above is a replacement for the Sound component - give it a try an…
The state of Objectives are recorded in save games - and restored when loading a save file. I'm not sure what you mean here about needing to hook into load events.
Objectives are not logic-based, though - they aren't automatically synced to variab…
Welcome to the community, @geofire92.
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You're right. The PlayerInput class, which you're hooking into, is part of the GameEngine object - an object that is present in each AC scene, but not itself persistent. Switching to a new scene will …
If UFPS is adding an AudioSource component to a GameObject that already has one, then that's a bug with UFPS.
You're using the AC Sound component simply to sync its volume to the AC SFX volume option? A Sound component isn't strictly necessary to …
Second one:
using UnityEngine.EventSystems;using UnityEngine;namespace AC{ public class CustomTouchInputModule3 : StandaloneInputModule { private bool allowMouseInput = true; private readonly MouseState m_MouseState = new MouseS…
Sorry, I didn't realise those would expire so soon.
OK, first one:
using UnityEngine;using UnityEngine.EventSystems;namespace AC{ public class CustomTouchInputModule : StandaloneInputModule { public override void Process () { …
IDs will be recorded in assets because they're necessary for the asset to "find" the scene object after a reload. When dealing with cutscenes in the same scene, the ID system isn't necessary - so they aren't added automatically.