Modifying CSV ID values won't work, because AC still has internal translations stored within the Speech Manager. Importing a CSV merely updates these translation strings.
Going back to your Unity bug - your link mentions the UI Text component upda…
From the code that you've shared, all looks as it should be. If the duplicated texts have unique IDs, my first thought would be that the process is somehow uncovering two separate instances of the script. Would that be possible? Where is the scri…
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2D Character evasion works by cutting holes in the NavMesh that characters then walk around. This process also makes sure evaded characters have "Is Trigger" set - as their colliders can otherwise interfere/block movement of other…
Thanks for the details.
I believe this is related to the Character evasion setting in your Navigation Mesh Inspector. Does setting it to None prevent Is Trigger from being set?
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No, Resetting Text will clear all previously-set ID numbers - meaning they'll likely be assigned new ones and invalidate old translation / speech audio files. You should not normally have to Reset Text - re-gathering should be enough.
If U…
All elements associated with a Menu in the Menu Manager will be included in the gather text process.
If you're using scripting to update the text, and your Menu relies on Unity UI, is it necessary to link the Unity UI Text component to an AC Label …
Welcome to the community, @FrikkR2.
Tutorials on the "iceboxstudios" site were from many years ago - all have since been moved to this domain, at the link @HauntedPumpkin has shared. You can also access the tutorials page via the "A…
FWIW, AC will be getting a new "Objectives" system as part of the next update. This won't affect or involve logic/variables, but will provide an easier way of displaying active and completed quests, each with textures, descriptions and mu…
The error message can be hidden by passing the last parameter in the IDToField function as false, i.e:
objectToAffect = IDToField(objectToAffect, constantID, false);
The de-linking of fields after exiting playmode is something I've fixed for the o…
I'm afraid I still cannot reproduce such an issue - using Windows 10 and also opening Chrome.
I would recommend testing on another machine if you can, it'll be important to learn if this is an issue unique to your machine.
Have you been through the parameters tutorial? I'd like to know where it wasn't clear so that I might improve things.
Parameters work by creating a reference to the parameter's ID, which is then used to update the original field's value (in this c…
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Thanks, and to you!
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OnContainerRemove is indeed called once the transfer has taken place. However, I've been looking into improvements to the Container system as part of the upcoming v1.70 update.
As part of these improvements, I'…
No - iOS can save data to PlayerPrefs. The data it saves, however, still needs to be serialized. This can be in XML or Json formats, and is separate from where the data is actually stored.
Please try the link above, as I will require feedback fro…
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Correct - please see the forum rules for suggestions on hosting images.
What other components are on the Player? Are any below "Footstep Sounds"?
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ConstantID components can still be attached to prefabs - just open up the …
As part of the upcoming v1.70 update, I am looking into introducing new functions to access the contents of save files without loading them - including ones to only extract variable data.
Yes, it does seem that the Sorting Group overries the Sprite Renderer components.
I shall have it so that the presence of a Sorting Group component, either on the same GameObject as the Follow Sorting Map, or as a child, causes the FSM to only affe…
Remember scripts save the state of objects both when saving the game, and leaving the scene.
This data is returned both when loading a save game file, and also when re-entering the scene.
The Remember Visibility component records a Renderer's &quo…
So starting the game from this scene, at the same PlayerStart, causes no issue - but re-entering the scene, to the same PlayerStart, causes the issue?
If he's falling through the floor, then it's likely related to Unity's Physics system. Check the…