Yes - AC does no rendering duties of its own, so you can use whichever render pipeline you wish.
The two demo games have Unity standard materials, but the "editor" materials such as the PlayerStart, Marker etc should be transferrable with…
The highlighting effect is still AC-only, since this mode allows AC enough control over the menu system.
With Unity UI, you'd likely do this by attaching an Animator to each inventory slot Button object, which features a Trigger parameter (e.g. &qu…
Are you getting any relevant warnings or messages in the Console when the ActionList is run? Be aware that, to aid testing, you can run an ActionList manually by clicking the "Run now" button in its Inspector.
Check that you haven't got …
It's not in the official release - it's on the wiki. See the link above, as well as the Manual's "Custom Actions" chapter for details on how to install it.
Speech text set by parameter values cannot be used for audio - it needs to be embedded in the Dialogue: Play speech Action directly.
To recycle speech Actions, there's a couple of things you can do:
* Place each speech Action that you'd like to be…
The anchoring works by updating the anchor points of the Menu's RectTransform boundary - as opposed to altering its position values. Unlike Unity's own components (e.g. Aspect Ratio Fitter), this also accounts for an AC-limited game view due to eit…
Well, you typically ought have the MainCamera attach itself to a GameCamera, but AC will still function without it, technically. I'd prefer to have a message there to warn newcomers who need to know about it, and have more experienced users know wh…
Glad to hear - but you ought to be OK with 2019.3. If there's an issue/conflict due to a change in Unity, I should like to address it. By all means, please let me know details if something like this occurs for you.
(Quote)
I mean, I'd need to look into it. If you can share more details of the specific message, and steps to recreate, then I can investigate this further.
(Quote)
The Action disables AC's Cursor "system", not the cursor itself - so if …
Welcome to the community, @Sian.
(Quote)
Indeed - Unity UI is much more flexible in terms of the design options it offers, as well as handling scaling better on various resolutions. While the AC menu system is good for rapid prototyping and simple…
1) As a character's name is incorporated into the filename - regardless of folder - you should avoid ending your character names with numbers. Otherwise, "Player15.mp3" could either refer to Player's line 15 or Player 1's line 5.
If you …
You can use the Character: Face object Action to turn a First-Person player's head to face a given object, but unless you also use the Player: Constrain Action to disable free-aiming, then control will be given back once the ActionList ends.
Altern…
Welcome to the community, @MartinOrtiz.
The MainCamera is the one that handles the actual rendering of your game. Your scene's "Default" camera is a GameCamera. A GameCamera is used as a reference for the MainCamera to copy - similar to…
Welcome to the community, @MartynEm.
This sounds more like a Unity issue - unlike the "Adventure Creator" menu source option, "Unity UI" hands all rendering duties over to your Canvas prefab - so AC shouldn't be doing anything t…
Welcome to the community, @FastPaolo.
AC supports Unity versions 2017.4 through to 2019.3 - though I'd recommend the latter to be more future-proof.
What's the timestamp of the point in the video you're having a problem at?
"Disconnecting is…
This should be possible by separating your voice type by Player prefab.
In the Settings Manager, set Player switching to Allow, and create as many Player slots as you have voice types.
You'll need to duplicate your Player prefab (and give each a u…
What "canvas" are you referring to, and what are your AC/Unity version numbers?
Is the game paused at this moment?
I see that you're crossfading the music in your Action - is that because you're already playing something else? If so, is…