You're better off changing the value dynamically when such Menus are turned on, rather than modifying the source code.
Something like:
using UnityEngine;using AC;public class DynamicDirectControl : MonoBehaviour{ public string[] directControlPa…
I still cannot recreate such behaviour. Is this unique to Switch, or is it also occuring on desktop?
I'm failing to see what relation the PlayerPrefs has to do with this. It may be linked to something that's in the InitPlayer's Actions, but I hav…
Challenging though it may be, dynamically generating portrait textures at runtime is certainly doable and a viable option. I'd be inclined to take that approach, personally.
The overlay method would still allow use of speech Actions, though not th…
What version were you previously using?
The line you're referring to hides the cursor when your menus are under direct control. At what moment exactly is the cursor hidden - during a Conversation, while paused? Enabling the "AC Status" …
I'm currently working on the player-assigning code as part of the next update, so I'll make a note to look into this as well.
In the meantime, probably best to just keep the Player in the scene and out of view!
Welcome to the community, @ClariceStarling.
Yes, a variable that is used to run one from a pair of Object: Teleport Actions would be the way to go.
For readability, I'd recommend going with a "PopUp" variable so that you can give it stri…
Welcome to the community, @estedman.
I would recommend checking the Console for related messages, but the main thing would be to check that the Text component that you want to use for subtitle display is properly linked to the correct Label element…
Thanks for the details, but what are the properties of the Action and InitPlayer asset? I need to be really clear on the details as these all affect the background processes. Screenshots would be best.
I also need to know what state the "Ini…
I'm not suggesting to turn it on with that Action.
If you're also controlling the state with an Active Input, you can disable the Active Input during this time with the Input: Toggle active Action.
ClickToMove is not part of AC. But of course, AC has it's own point and click system - no custom script is necessary for this.
What you're after is AC's "Point And Click" movement method, which is set in the Settings Manager. See the Ma…
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I forgot you're using an old release.
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Thanks for the details, but before I can suggest any code changes I'll need to experience the issue myself. Please share steps on how to create the issue - I'm assuming this requires a pair of …
So it all works as intended when AC isn't connected to it?
Make sure that any RectTransform that's set to resize dynamically is not the "RectTransform boundary" assigned in the Menu's properties. Otherwise, AC will assume control over it…
I'm not clear on why my suggested change didn't work, though perhaps I was confused on exactly what it is you're after.
The function you're modifying can be overridden itself in the same way, though - no need to modify it directly.
Try this script…
Switch your character's Animation engine to Sprites Unity Complex - it works by using Animator Parameters for animation playback, meaning Animation transitions are respected.
See the Manual's "Character animation (Sprites Unity Complex)" …
Paste the following inside a new C# script class:
public void IgnoreGravity (){ GetComponent <NPC>().ignoreGravity = true;}public void UseGravity (){ GetComponent <NPC>().ignoreGravity = false;}
Attach it to your NPC, and then yo…
Use the Menu: Change state Action to lock the menu, not turn it on/off. Again, locking a menu will prevent it from turning it on even if its "Appear type" condition is met.