The warning is correct - if you want to change the Text colour when hovering over it, leave it set to Image Component.
The issue is that you have a disabled Image component on your Button GameObject. AC is assuming this is the one to use for your …
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How is your character set up to change with expressions? Dialogue portrait / shapekey?
Please share more details with screenshots in a new thread.
Welcome to the community, @digitalbreed.
I think I'd need some screenshots that illustrate the issue to help me understand the exact situation, but likely this is down to the fact that non-NavMesh colliders are (as intended) used to block mouse-cli…
Ah, so the issue is with non-matching body parts? Right, that would make sense.
Back when Unity was promoting Anima2D as the go-to asset for creating 2D skeletal animation, it included a "Sprite Mesh Combiner" component that was able to …
It looks like it should work. Are you getting any related warning messages in the Console? If your Link graphics to field is set to Button Target Graphic, it should find the correct Image component so long as the Button's Target Graphic is linked …
Two ways:
* A Menu with an Appear type of During Gameplay can be hidden from view by locking it with the Menu: Change state Action. A locked Menu will not display even if its Appear Type condition is met.
* Replace the Crossfades with ActionLists …
Why not just put them all in the same storage, and change the way they're randomly picked?
You can modify the music storage data, but only through custom script / Action. They are accessed with:
AC.KickStarter.settingsManager.musicStorages
This …
I will look into it, but a workaround in the meantime would be to uncheck Wait until finish? and follow it up with an Engine: Wait Action of the same duration.
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Hotspots are not designed to be used in Menus - I recommend relying on Buttons for UI interactivity. But Hotspot interactivity is based on raycasting - check that there's nothing on the Default layer blocking the mouse raycasts.
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2D…
The MusicEngine is spawned at runtime from a prefab - you can find it in /Assets/AdventureCreator/Music.
If you enable Audio Mixer Groups in the Settings Manager, you can also specify what Mixer Group is used to play Music tracks.
To elaborate on the fix in v1.69.5: this makes changes to the way saved games are written, which stops errors upon loading. Are you testing it with the old save file you first reported with? It should be that the issue no longer remains with newly…
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Options and save files currently share the same file format, but this raises a good point. I shall see about being able to override the options file format so that it can be separated from save files if necessary.
I've no doubt you're onto something here, but such a conversion invalidates existing save files.
I'm hesistant to make such a change without an example of a specific scenario that causes problems. Can you provide steps to recreate an actual issue?…
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I'm not seeing any "end" token in your example, but this should indeed all be possible using speech event tokens. I would, though, take a moment to speak up for AC's Timeline integration as you can much more easily sync animations…
This is with Unity UI?
You could use scripting to extract the yield/count value for a given UI slot, for display in a custom Text box, but the UI-linked Button will still display it in brackets. I'll look into how this could be made optional.
Ext…
Good point, @brentk!
ActionLists cannot survive in prefabs - hence the need for separate ActionList assets. With the introduction of Unity's nested prefabs, AC now auto-disconnects prefab links when creating e.g. Cutscenes etc in the Scene Manager…