As in, once the Player prefab has been spawned, things take longer?
Sounds like it could be related to them, then. As a quick test, assign the 2D Demo's Player prefab, Brain2D, in the Settings Manager's Player field and see if the same thing happe…
This is in the Speech Manager? What about in the script itself? The two should match up.
All IDs should have a value of 0 or greater. A value of -1 signifies the line hasn't been translated.
Your "ID arrays" in your script should star…
Often there'll be more to these errors when you select them in the Console window. The lines that follow will reveal more about exactly where things are coming from.
Please share the error messages in full, and also let me know both your AC and Un…
For a MonoBehaviour-based translation to be discoverable, it must be present in a scene that's listed in the Build Settings.
This can even be an otherwise-empty scene - just place an instance of the prefab into it, along with any other scripts you …
What should the Button do when activated? If run an ActionList asset, this can be done by invoking its Interact method.
If you detach the Button component from the Menu Manager (i.e. delete the Button menu element), you could then manually assign …
(Quote)
This sounds like a bug, so I will look into this. However, the active document texture can be read separately with:
KickStarter.runtimeDocuments.ActiveDocument.texture
@Jensen: Whoops!!! All that, and I managed to type in the wrong number. Thanks, will correct this.
@Martin: You could do it in code, since both variables and objectives can be accessed via script. How they transfer from one to another would rea…
Sounds like you want to set your Movement method to either "Point And Click" or "Straight To Cursor" - both rely on the cursor's position to direct player movement.
Hotspots
* Added: Ability to define a Hotspot's unhandled "Use" interaction - if a Player Action is set but no Interation assigned, it is combined with the Cursor Manager fallback
* Changed: The Hotspot script's IsInventoryButton function…
Characters
* Added: Ability to modify - through script - a character's turning angle threshold for spot-turning to be possible
* Added: If a Follow Sorting Map component detects that a sprite-based character uses a Sorting Group, it will rely on th…
And the full changelog:
Upgrade notes
* The minimum-supported version of Unity is now 2017.4
* ActionList parameters now have default values - these will be used by ActionList assets that do not have them specifically set
* ActionListAsset's param…
In your Settings Manager's "Interface settings", check Lock cursor in screen's centre when game begins? to lock your cursor in the middle of the screen.
Large memory sizes will affect your game's loading times wherever they come from, but this is true of all Unity games - not specifically to AC.
Compressing your textures, enabling mipmaps, and using sprite atlases are all common techniques to optim…
You can hook into the OnStartSpeech custom event to add speech lines to a Unity UI Text component when lines are spoken:
using UnityEngine;using UnityEngine.UI;using AC;public class MakeDialogueScript : MonoBehaviour{ public Text uiText; priv…
First-person is listed as it's own "Movement method" because it affects the way the character moves - not just the camera style. In third-person, there is no such restriction - you can use a third-person camera with point-and-click / dire…
The Demo game's French translation features accented characters, which were written in OpenOffice - so it's likely a format issue.
Try opening it in a raw text-editor that lets you set it's character format. However, I should also note that the up…
I'm not clear on the issue - are the Actions above being run incorrectly, causing the game to go into windowed mode when it shouldn't do?
The recommended way of handling graphical options is to store them as Options-linked Global Variables - so tha…