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The ability to rotate the third-person camera during cutscenes will be an option in the next AC update.
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As you were talking about the Subtitles menu, I was assuming its Appear type was set to its default value of When Speech Plays -…
Open up PlayerInteraction.cs and find line 1245:
lookVector = _hotspot.transform.position - centrePoint;
Replace it with:
lookVector = centrePoint - KickStarter.player.transform.position;
I understand the situation, and indeed this has been covered before. However, with speech Actions also handling translation, audio, animation duties etc, there's a lot more information there than simply the displayed text itself.
However, I wonder…
I'm not sure exactly what you're referring to, but the order of Actions is more important when using the Inspector to configure them since they're displayed linearly. When exactly does re-ordering occur? Only when viewing an ActionList in its Insp…
Technically, it sounds like it may be correct, then. The original player is appearing at the PlayerStart, and then being switched to another.
Try instead switching Player before switching scene. You can either use the same Player: Switch Action f…
The Rigidbody can be placed on the hotspot detector - it doesn't have to be on the root object. Attach a Rigidbody, uncheck Use Gravity and check Is Kinematic.
I believe this was it:
using UnityEngine;using AC;[RequireComponent (typeof (Conversation))]public class ConvTimerChanger : MonoBehaviour{ private float initialTimer = -1f; private Conversation conversation; public void SetTimerFactor (int…
Once in a C# script, you can attach it to any GameObject as a component named "Reselect Element".
It would need to be present in every scene, yes, but you can alternatively add it to your PersistentEngine prefab, which is automatically pr…
Assets are searched as well, but they need to be referenced by your game in the same way that the Speech Manager only searches referenced assets when gethering text.
Let's see the ActionList, and how is your ActionList called upon in-game?
To also add: set the ActionList's When running field to Run In Background to allow gameplay during this time.
Two other ways this could be done:
If you arrange the hiearchy such that the Hotspot and the frog have access to the same animator, you c…
AC's third-person camera is not controllable during cutscenes (though I will see about making this optional). Whether or not subtitles are displayed, if the ActionList that is calling the speech is blocking gameplay, then camera input will still be…
What are your AC and Unity versions?
Let's come back to the interaction issue after the lagging, as addressing one may address the other.
It's hard to tell from the video if this is true "lag" in the proper sense of lowering framerate, o…
My bad - the script was searching the camer's hierarchy, not the players.
Updated the above - make sure it's attached to the GameCamera and give it another go.
No problem - you can also have both Scene: Check Actions run the same Object: Add or remove Action, no need to have two of them that do the same thing.
Welcome to the community, @passpatrik.
First of all, know that we can discuss a refund if you later find that AC isn't right for you.
As for x-only movement, there's a couple of ways you can do it:
* You can just make a very thin NavMesh, so that…
Try running the ActionList manually in the way I mention above - does it then work? We'll need to see if the issue is with the input, or the ActionList.
Are you using the default AC interface, so that your subtitles are coming from a menu named &q…
Certainly I agree about the category/title/description fields - however this would bring heavy upgrade issues to any user and project that relies on custom Actions, since such changes would need to be made to all Actions.
I am open to suggestions o…
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What else are you looking for, exactly? The Moveable and Moveable_Drag classes are separate - the former only being used for the Object: Transform Action. To move draggable object along a track using Actions, use the Moveable: Set track po…