How are you displaying lip-syncing? Via the Lip Sync Texture component?
This updates the texture via an Update call, so there's likely a conflict with updating the Animator at the same time.
I'd recommend relying on your Phoneme ID parameter to i…
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That was my undertstanding of what you wanted. The script works by disabling camera dragging if you moved the player with the same click - in order to prevent both occuring at the same time.
Detecting a drag input takes a frame longer than…
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This is an oversight on my part. From what I gather, if the Follow Sorting Map updated the Sorting Group, instead of each sprite individually, things would then work as intended.
I shall look to have this incorporated into the upcoming v1.…
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Now that it shows more information, it's been renamed to Show 'AC status' box?.
This window wouldn't appear like the one in your screenshot, though. This is also a game-wide setting, so it's likely coming from a custom script in your scene…
XML is a save format. PlayerPrefs is a save location. You can save to PlayerPrefs on iOS if you choose to - see the Manual's "Custom save formats and handling" chapter.
As I've said, I'm reluctant to make such a change without steps to …
I can't recreate this to any noticeable degree. Exactly how far away from the Marker does the Player start animating prematurely?
Your AC version is quite old. Even if it's just in a test duplicate project, please upgrade to the latest release an…
Try this. Create a new Input button in the Input Manager named "Drag", and map it to "mouse 0" as the Positive Button.
Then attach the following script as a component to the Third Person Camera:
using UnityEngine;using AC;publ…
Through scripting, you could hook into the OnExitGameState custom event to manually turn the Menu back on when the game comes out of Pause mode:
using UnityEngine;using AC;public class EnableMenuExample : MonoBehaviour{ private void OnEnable () …
What are your AC and Unity versions, and is this a 2D or a 3D game?
What do you mean by "Navmesh stopping distance"? Is this from a NavMeshAgent component attached to the character? If so, do you have the NavMeshAgentIntegration compone…
I'm aware of the behaviour, but it's a common problem that's not unique to AC.
Especially given different font sizes / styles, etc, a reliable predictive line-breaking solution is not really too feasible, I'm afraid. Though it would be a bit of a …
Add this to the Conversation script:
public void TurnAllOptionsOn (){ foreach (ButtonDialog option in options) { option.isLocked = false; option.isOn = true; }}
(I'll add this or something similar to the official release)
Y…
Presumably you're using some script or ActionList to randomly pick a track from inside your Music Storage window.
I'm saying that you could just add all the tracks you would ever want to play in the game, and change the random-picking process to on…
Dialogue text is set in MenuLabel, where the uiText variable has it's .text property set.
AC allows for built-in TextMeshPro support because the way you apply text to it is the same as Unity's own Text component - i.e. just set .text. As this asse…
Can't recreate. When the Editor or build application loses focus, the video continues in the background, but doesn't skip when re-focused.
* Does your second video Action affect the same Video Player as the first?
* If you replace the second actio…
It's likely down to the order in which the two components are loaded.
A World/Local option probably would be the best way to counter this. I'll look into it.
How are you using expressions to update the character? And how is your character animated - with Mecanim?
The texture you supply in the character Inspector is used to update their portrait graphic - not the texture used by any of their meshes. If…