Direct-control over menus during Cutscenes is disabled by default, since Menus themselves are not interactive during Cutscenes.
This is handled by the default EventSystem in the form of the OptionalMouseInputModule component. You can replace this …
Be aware that dialogue, inventory and interactions can all work without a Player - there just won't be a hard coded "physical reaction" in the form of moving to a Hotspot / on-screen presence etc.
It's true that AC does have a fixed gravi…
ActionLists can typically be checked for this by hooking into the OnEndActionList custom event.
This does get called when overriding a Conversation options. On the system level, the ActionList has ended - it's just that it's re-run from a given po…
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Try this:
using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
namespace AC
{
public class BulkCreateVarsWindow : EditorWindow{ private VariableLocation location = VariableLocation.Global; private int numVars = 1;…
A Constant ID should not be necessary - the presence of a Default Sound, assigned in the Scene Manager as such, should be enough.
What about Menu hover/click audio? These also get played from the Default Sound.
I'll attempt a recreation.
ActionLists are their own beast - you can trigger them from PlayMaker as described above, but they can't be generated that way.
It is possible to script ActionLists - see the Manual's "Generating ActionLists through script" chapter, as we…
And the scene is added to the Build Settings?
Sorry to ask something obvious, but I can't recreate such an issue - Hotspots and Speech lines are both being gathered on my end.
It does at least sound like the issue is scene-related, since Docs, Men…
Nothing shows - the Font assets are missing.
Please try again with Fonts, any ActionLists related to the Menus, and a sample scene - as well as clear descripions of the issues, along with steps to recreate them.
Please also be more forthcoming wit…
What's your AC version? There should be an Empty slot texture field in the SavesList element's list of properties that you can use to set as a placeholder texture.
However, you can also create separate Image components in your UI that appear in th…
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Are you looking to use any other cameras to e.g. cutaway during cutscenes or interactions? If not, you could consider disabling the MainCamera, or directly parenting it to the Player - but I'd only advise that if that's the only way to get …
What are your AC and Unity version numbers?
Nothing looks wrong so far as the Hotspot Inspector images go - but what do these look like at runtime? A "Hotspot State: On/Off" box should appear at runtime in the Inspector to clearly let yo…
Single-clicking the node icon in the Hierarchy, not its name, should unlock the ActionList Editor and display it for the new ActionList. Is that not what you're experiencing?
Sounds serious - I will look into this presently. Thanks for the report.
What "text type" are you gathering in your iTranslatable implementation? And what of any Hotspots etc that were previously gathered - are they no longer listed in …
What are your AC and Unity versions, and can you share steps to recreate such an issue? I'm not sure exactly what focus you want there to be - screenshots will help clarify.
Are you using a mouse cursor, a simulated cursor, or directly navigating …
Welcome to the community, @kotor.
The camera perspective is really a matter of user choice - AC works with both orthographic and perspective projection.
AC also provides various camera types - the primary one for 3D games being GameCamera, and for…
I can't see any changes made since that would cause issue. Do note, though, that the AC Player component's "Motion control" must be set to "Manual" to allow KCC to override it.
KCC and AC can be set up quickly with KCC's provid…
What exactly is the issue at this point? Does your KCC character work in a non-AC scene prior to adding any AC scripts?
There should be 4 key components to deal with: KCC Controller and Motor scripts, and AC's Player and KCC Integration scripts. …