Thanks for the clarification.
The processing of lipsync frames is the same, regardless of how they're generated. Whether coming from a Papagayo file, or generated automatically from the text, the Blendshapes are updated in the same way.
If the Bl…
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You wouldn't have to modify that, just multiply the Speech Manager's process speed by the same factor (i.e. 60 over what it was before).
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Again, what change in behaviour are you actually looking to make? Removing frames will cause t…
Where do they first appear once they re-enter the island scene? Are they appearing at the intended PlayerStart and then falling through the floor, or are they starting off somewhere else?
You can try pausing Unity's Play Mode just before the scene…
* Increasing the variable's value by a negative value (as you've done) should reduce it. What happens if you disconnect it from the ActionList: Run Action that is called after? If it then works, it'll be down to the logic within your "Languag…
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Apologies, I didn't see your image - it was hidden in the page source for some reason.
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The rate at which ShapeKeys change is tied to the frame count between phonemes, so the speed will vary - i.e. a long gap between frames will resu…
The behaviour is as-intended - there should be a clear path between the camera and the areas of the NavMesh you want to be clickable. This gives you control about limiting access to e.g. other rooms.
AC's own footstep sound system works by using T…
Please share more detail. What is the output from the Console, and what do you mean by it "doesn't move until the end of the speech line"?
Screenshots to illustrate the issue will help a lot to understand the problem.
I cannot recreate such behaviour. Please update to the latest AC - even if it's in a duplicate/test project - so that we're sure this is still an issue.
What is your Interaction's "Player Action" field set to, is the state of your Hotspo…
What kind of Camera?
If it's a GameCamera, then AC will not affect the zoom level so long as the Field Of View panel in its Inspector has Lock? checked.
When locked, the Camera's fieldOfView can be controlled with a separate script attached to it.…
Your NavCam requires that a Constant ID component is attached to it, so that a reference to it can be recorded in save game files / saved scene data. In Edit mode, select NavCam1 and attach a Constant ID component to it.
You can also click "A…
* In what way does it not work? What value does your Variable become upon clicking the left shift button? What if you instead run its ActionList manually by clicking "Run now" in its Inspector at runtime?
* This method will override the …
This mode works by processing all lines that start with a number, and end with a string. Following your Phonemes, your example should result in the following frames:
0 etc - 3
4 E - 1
7 etc - 3
11 etc - 3
14 AI - 1
18 L …
If saveController is true, then the Animator's Animator Controller will be saved - provided that it has a unique name and is placed in a Resources folder.
That it is not exposed in the Inspector is a bug. I will address this for v1.70, but in the …
Might be best to stick to using the Phoneme ID parameter instead of the LipSyncTexture component, then.
However, it may be that if the LipSyncTexture updates the material in LateUpdate, as opposed to Update, then it would override the effect of the…
Does it actually affect the "mouth" layer as it should when the character speaks?
If things were working before, likely something got changed - I can't offer much in the way of what that might be though.
Do a full solution search of "GameState: " (colon and space afterwards). Try it with the quotes and without - it should narrow results down to just the one you're looking for.
Check also your scene for any custom scripts attached to your…