In what way are you looking to integrate them?
AC provides a basic integration with the ability to connect variables to Playmaker variables, as well as the Third-party: Playmaker Action which can be used to trigger PM FSMs.
To enable this, you fir…
Strange. What are your AC and Unity version numbers?
The issue sounds unrelated to your movement-style or hotspot detection method. Does it persist if you switch over to "Mouse Over" detection?
That the Hotspot label disappears briefly…
The active language will be stored in the PlayerPrefs local on your system. If you disable the original language, the active language will become the first tranlsation. But once it's set, it'll stay that way until you change it - even if the origi…
There's a few ways:
* Just parent the animated GameObject to the MainCamera, so that it always appears in the same place on-screen
* Attach a script that centres it's position on-screen every frame - this isn't AC-specific but you should be able to…
Neither - those are both GameCameras that the AC MainCamera will typically use as a reference.
In a normal AC game (without any other system's MainCamera), such components are placed in the scene, and then the AC MainCamera will copy itself onto wh…
Actually, coming back to this I'm not sure I'm clear.
If you're not scrolling the speech text, then wait tokens simply delay the finished speech from showing.
The first [wait:X] token in non-scrolling text will cause all before it to show up insta…
Bear in mind that when AC talks about "crafting", it's referring to use of a special Crafting interface where multiple inventory items can be combined into 1, Minecraft-style.
To just combine two items together, you don't need to use the …
I don't feel that would be intuitive or widely-used, but you can of course hook into the OnInventoryInteract custom event to run an ActionList independly of whatever you've set in an item's properties panel.
Example:
using UnityEngine;using AC;pub…
I agree that the default Hide/Show functions should affect all found SMRs in the Hierarchy.
However, since these functions are the only reference the script makes to any SMR - and since they're called via custom script - having user-set options to …
Viewing the asset in and of itself shouldn't cause data to get reshuffled - though if so it may be a quirk of Unity. What kind of change are you making to an ActionList before and after such a change? Just adding an Action, viewing it's Editor, et…
My mistake - locking will prevent subsequent lines from turning on the Subtitles menu, but you'll still need an additional Menu: Change state Action to turn it off after locking it.
Welcome to the community, @Chan98.
You'll want to use Unity UI for 3D text. Changing a Canvas's Render Mode field to World Space causes it to appear as an object in 3D space. See Unity's own docs for more about this topic.
To use a Unity UI canv…
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No, in Unity's Hierarchy window. An Animator can animate properties not just on the GameObject it's attached to, but also on it's children. Therefore, if your frog sprite GameObject was parented to your frog Hotspot GameObject (or vice-ver…
Chiefly it's down to the When inventory selected field in the Cursor Manager.
If it's set to either Change Cursor or Change Cursor And Hotspot Label and the icon doesn't show, please share screens of your full Settings and Cursor Managers, as well …
Not currently, but I agree that there should be.
I will look into this. Perhaps the expected linked variable should be of type "PopUp", so that the values can match that in the Variables Manager (which do get translated).
The name isn't the issue - it's the similarity in purpose to one that already exists.
I shall see if it would be appropriate to add some kind of option to prevent animation during this time.
Welcome to the community, @Droll.
Which tutorial are you following? Do you mean the steps on this AC wiki page?
Steps 2 and 3 there are one or the other - not both. Both UCC and AC each have their own MainCamera setup - each with their own set o…
I feel that there would be confusion between the two.
Is your speech scrolling, if so, you could hook into the OnEndSpeechScroll / OnStartSpeechScroll events to update the character's isTalking variable.
I understand your point, but as a project can have multiple "AC games" in one, this would cause corruption between them. You'd start gathering up lines from the demo games, for example.
If a Unity Object parameter is set to an ActionList…