Welcome to the community, @DavidTheGoat.
No need for anything so complicated for left/right movement. Setting your game's Movement method to Direct gives you w/a/s/d control.
However, AC is not designed for platformer games and does not have 2D p…
Assuming the Subtitle menu turns off when the dialog ends, you can define an "ActionList when turn off" in the menu's properties, which contains the Sound: Play Action.
Indeed - check that the "Sprite child" object's Transform Position is set to (0,0,0), and that the sprite pivot points are at the graphic's base. If not, then I'd expect the kind of behaviour you're getting since the sprite is still pivot…
For the difference between OnStart and OnLoad, see the Manual's "Adding interactivity" chapter. OnStart is called when the scene begins through natural gameplay, and OnLoad is called when the scene begins due to loading a save game file.
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Food for thought. Please leave those suggestions with me.
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Remember Moveable does not save transform data - it saves the position/rotation along the track. It is, however, possible to script custom Remember scripts.
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No, for the re…
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What is the full error message, including the stacktrace, and what are the steps to reproduce it?
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You can assign an actual Popup Variable before overriding it as a parameter, to list "real" outputs.
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Unrelated topi…
I cannot recreate the issue here. Going back to your steps:
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4. Start new game
What involves "starting a new game"? Is this a case of exit/entering play mode? Or just starting a new scene from a menu in the first scene? If so,…
* You can adjust the Spatial Blend of the AudioSource that plays the footstep sounds more over to the "2D" end so that it is less-affected by distance from the camera's AudioListener component.
* It's all customisable - the default "P…
You will need to share more detail - there's no set standard way for "life is strange style interactions", so I need to know exactly how your game is set up.
Please share your AC and Unity version numbers, screenshots of the issue, your S…
Try this replacement for the Options code block I previously mentioned:
if (optionsData.language == 0){ // Ignore original language if (Application.isPlaying) { Options.SetLanguage (1); } else { optionsData.language …
Welcome to the community, @grossimatte.
The bug wasn't explicitly related to animation. Bear in mind that, if the game is paused, no animation will play unless you set the Animator component's Update Mode property to Unscaled Time.
You may find, …
I will attempt a recreation.
* What are your AC/Unity versions?
* Is the menu rendered with AC or Unity UI?
* Is the menu set to pause the game when turned on?
How long a time are we talking about?
The Scene: Switch Action can be used to preload the next scene, provided that Load scenes asynchronously? is checked in the Settings Manager. You can call this before playing the video to preload what you can.…
Inventory items can already be assigned properties, including a string type. With this, you can reference different graphic sprite names to be used in a custom script to access the actual sprites.
Alternatively, the "Linked prefab" field…
What is "en" - the english audio asset bundle?
Is the red error only occuring in the Editor? It may be a Unity caching issue. What is the state of the issue when only testing builds?
Please make the changes above, first.
If the Cycle …
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In ActionVarCheck.cs, remove the lines 154-156:
if (variableID == -1){ return GenerateStopActionEnd ();}
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Quite right, I shall amend this too.
This looks to be a bug with asynchronous loading. In the meantime, try unchecking Load scenes asynchronously? in the Settings Manager - does that temporarily resolve it?