See this excerpt from the v1.70 changelog:
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In Unity 2019.2, exported CSV files now adhere to the standard format - i.e. use commas to separate values. Values that contain commas already will be further separated by quotation marks.
You sh…
In the SavesList element that you use to load save games, you can define an ActionList after loading ActionList asset file. In here, you can define a Character: Move along path Action that stops the Player from moving.
An array of all past-spoken text can be retrieved through script:
AC.KickStarter.runtimeVariables.GetSpeechLog ();
This returns an array of the SpeechLog class. This can be used to populate e.g. a UI Text component with a list of past-spoken dial…
If a Menu is locked, it will not display even if its Appear type condition is currently met.
If you create a second Subtitles menu and lock it, it will not display until you use the Menu: Change state Action to unlock it. Another such Action can l…
PolygonCollider2D is a Unity component - the equivalent for 3D would be the MeshCollider component, where the collider is based upon a custom mesh's shape.
May have fixed this, but I'd like you to test it if you can.
In MenuLabel.cs, find line 408 and insert the following code block:
if (parentMenu != null && parentMenu.appearType == AppearType.OnInteraction){ if (parentMenu.TargetHotspot …
What changed is that AC now relies on the Screen.safeArea to determine the playable game area's boundaries. The second image shows this - as the notched areas on the left and bottom are no longer obstructing the game view.
Please try my suggestion…
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The issue there is that - coupled with the fact that the needs of users will always vary too much - the dedicated assets that provide that exclusively will always be stronger than one that tries to do so amongst other things. I do try, howe…
You do not need to call anything with the Object: Call event Action. Simply placing the script in the scene as a component on a GameObject is enough.
The "Doc ID" refers to the numbers listed at the top of the Inventory Manager (in your …
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No, they look correct. I can't reproduce such an issue copying over the same settings.
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That would be the Scene Manager. The Settings Manager is the second tab.
Are you getting any messages in the Console? I'm assuming this is al…
While such a node's output Actions are processed in the same frame, they are still processed in order. For example, if a "Character: Move to point" and "Object: Teleport" Action were used in parallel, the behaviour would vary ba…
The MainCamera sets its own Transparency Sort Mode to Orthographic, though I should look into making this also account for the global Project Setting.
In the meantime, you can disable this setting by commenting out lines 717-732 in MainCamera.cs.
How are you certain it's exactly 16:9? Unless that was set in the Settings Manager, it's not referenced as an explicit value in AC's code base.
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This is a test scene / UI? Is the UI linked to AC's Menu Manager, and does it have an Auto Cor…