AC should already be fine to use with Unity 2019.3 - though if issues are found and reported they will be dealt with.
The AC toolbar is missing because you have a compilation error (the red message in your Console). This is not AC-related, but and…
It's possible to access save data contents through code, but I'm not sure that's the answer - because how do you determine which save is the "correct" one to read?
What you can try instead is to create a Global Integer variable named e.g.…
Yes, indeed. Going further, you can also make this new GameObject a prefab, and then just reference the prefab itself with the Object: Call event Action. There's no need in this instance for it to be actually present in the scene itself.
Thanks for the report. Is your Interaction a scene-based ActionList, or an asset file? And does the resetting of one component affect the data of another?
I shall attempt a recreation, but if you could PM me a .unitypackage of the scene file to t…
See the Manual's "Save scripting" chapter for the main functions that let you load and save games. A full list of what's available can be found in the Scripting Guide.
For example, you can check if a save exists with AC.SaveSystem.DoesSa…
The "Text scroll override" overrides the global setting you can assign for all characters at the top of the Speech Manager.
Both kinds of "Text scroll" audio are UI sounds. As such, they're played from the scene's "Default…
Which unhandled field specifically did you assign in the 2D Demo?
When reading parameter values, make sure to view the Inspector of the ActionList asset's runtime instance in the scene - not the asset file itself. Which one are you viewing above?
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I'm not really in a position to test this out, but if this way of working still triggers the OnMouseOverMenu custom event, you could feasibly trigger the element via AC, without having to manipulate any component.
Something like:
Menu overMenu;Men…
For the "Interactive boundary" to work, the Player must have a Collider component attached - a Character Controller is not enough.
Also, at least either the Player - or the Interactive Boundary itself - must have a Rigidbody component. I…
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Attach a Constant ID to the prefabs, and check Retain in prefab?. Then view the speech Actions to update them (they won't visually change, but internally). Once updated, they should then look for the scene instance of the character, instea…
PlayVertical is called every frame.
Can you share more about your actual situation, including screens of the character's full Inspector and way their animations are set up?
I cannot recreate such an issue. Are you passing the current language in the GetStringValue's function parameters? Please share more details on how to recreate the issue.
I meant: a screenshot of the Action with "Is Player?" unchecked, as you described.
Are you assigning a prefab into the Speaker field or a local Player instance? I'm trying to determine if its recording a Constant ID value or not.
Commen…
You need to set your Slider component's "Max value" to match that of the properties in the Menu Manager, i.e. 100.
The Menu Manager property only affects the Float variable's maximum value, not the UI component itself.