When you say "main menu", do you mean the menu that only appears at the start of the game - or the one that can be accessed at any time (i.e. like the default AC "Pause" menu)?
Whenever you call this, it'll reset variables, inve…
An instantaneous camera fade effect can be used to mask things while loading, but the provided Remember components are there to aid the setting of object states after loading - are they not applicable for this situation?
It's not something that would be common enough to warrant an official Action, but any Manager field's value can be changed at runtime through script. Just right-click the field's label to get an API reference to it. In the case of the Drag and dro…
What are your AC/Unity versions, and is the character in question an NPC or the Player?
If a Player, what is his movement method? If e.g. set to Direct, movement during gameplay is controlled entirely through input - so commands to have him turn t…
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An ActionList on change field is available, but this will run whenever the value is changed, not on release of the mouse. If the Menu is linked to Unity UI, however, you could define an extra "On Mouse Up" event on the UI Button c…
Both types have their advantages, but both systems rely on Unity to perform the rendering.
Much depends on just how many menus / elements you have open at any one time, and what UI components you are using. Heavy use of e.g. Outline/Shadow compone…
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No, at least not unless you have special requirements, e.g. character evasion.
How about if you disable "Retro-mode pathfinding"? You are using an outdated AC release and some issues related to this have since been fixed. I woul…
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The error suggests its unable to create a preview speech menu. You need to make sure that the name of the Subtitles menu you want to preview with is entered into your Speech Manager's Subtitle preview menu field.
This error message will sh…
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A Graphic element will show the whole supplied texture. The cropping would have to be done through script, and then the result set as the Graphic's texture:
(AC.PlayerMenus.GetElementWithName ("MyMenu", "MyGraphic") as …
Is it just one particular NPC, or do other NPC prefabs dropped into the scene have the same issue? And does this NPC have trouble in other scenes?
That you mention Brain being a Player, I'm assuming you're referring to a 2D game/scene. What are y…
AC doesn't rely on a text delimiter - only a pipe (|) character between fields.
In the OpenOffice importer, try checking "Merge delimiters" and setting both the separator and the Text delimeter to a pipe character.
Ah, I think I was being stupid here. We were talking about zooming, so the script affects the camera's FOV - not the distance from the target (which is what the "base" third-person camera does).
I'll correct this today. The package's Ac…
You'll need to assign the prefab. Assets refer to scene objects via Constant ID, but this can mean different objects in different scenes, and it doesn't know which scene it'll be run in. Assigning the prefab ensures it knows which NPC it's linked …
How are you letting the player change the input method? A quick way to do this would be to just update a Global Variable's value at the same time. A PopUp variable, for example, could be set to "Mouse And Keyboard" at the same time as yo…
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You've said your Toggle type fields are all set to Custom Script. This typically means behaviour is controlled via use of the OnMenuElementClick custom event.
Custom events are a way of hooking up custom scripts to AC, and are run when AC …
ActionLists do not get their running states saved and loaded - it's not possible to do so and have things load consistently.
Upon loading, all ActionLists are stopped - you'll have to re-run the looping ActionList manually via your scene's OnLoad c…
The console warning is a compilation error, coming from the PostProcessing asset. If Unity can't compile, then restarting it will prevent all Editor assets from loading - including AC.
It sounds like this asset is outdated - as @Deckard_89 suggest…
I'm afraid it works for me.
I notice that it's missing graphics, though, so I'm able to see through the different menus. The Document menu is above Journal in the Menu Manager - this means that it'll be rendererd underneath if both are on at the s…