Speech text tokens are used for text-replacement. <sprite="xx"> is a rich-text tag.
Rich-text tags need to be handled carefully when text is scrolling, because the closing tag needs to be added on dynamically when the scroll is mid…
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The Expression Integer ID parameter is a special-case parameter that AC controls according to the [expression:Value] token inserted into speech text. For details on how to use this, see the Manual's "Facial expressions" chapter.
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As the behaviour will affect existing games, the change is optional. To enable the effect, check Unity UI blocks interaction and movement? in the Settings Manager's "Interface settings".
Welcome to the community, @petroff.
This may be a compilation or Unity error, as no changes were made to the current release that should cause such an issue. What version of Unity are you using, and what version of Unity/AC were you using previous…
Try this - in Sound.cs, replace the "IsPlaying ()" function (around line 543) with the following:
public bool IsPlaying (){ if (audioSource == null) { Initialise (); } if (audioSource != null) { if (KickStarte…
The above code would be used to spawn something when an item is clicked in the inventory, but the same code could be shared either in a custom action or in the OnInventoryAdd event. I would recommend sticking to just one situation (e.g. clicking th…
Recreated in both v1.66.7 and v1.68.4. This is an issue with Unity 2018, wherby a sound is considered as not playing at all if the game is paused. I shall look into a workaround.
On the topic of "Relative volume", be aware that if you s…
Not natively, but a custom script could handle object rotation while you temporarily disable AC using the Engine: Manage systems Action.
Each item has a "Linked prefab" property, that you can use to assign a "3D rotateable item model…
Unity UI offers a lot more flexibility so far as directly-navigating menus. When using AC, it's automated based on the centre-points of each element.
I can't really offer much else without seeing the menu in question. Let's see shots of the Menu …
Recreated, but only if data is assigned to the 2nd player beforehand. This can happen if e.g. they are given an inventory item when the game begins. Will work on a fix.
No screenshots in the post - please also provide details in the form of AC/Unity version numbers, build target platform, screens of the sprite's Inspector and what was changed when the bug occured.
See the Scripting Guide's entry on the Variables class here.
In your example, the correct code would be:
gameObject.GetComponent <Variables>().GetVariable (0).BooleanValue;
Since my first post in this thread, AC now offers the OnStartConver…
Yes, it's present - though for the reasons above, it's accessed through custom script. See the Manual's "Speech scripting" chapter:
KickStarter.runtimeVariables.GetSpeechLog ();
This returns an array of the SpeechLog class, which contai…
This is when you're still opening the old project in Unity 5.6?
Do the two projects share the same name or "save filename" fields? It sounds like it's (somehow) reading options data from the newer project.
You could try clearing the Pla…
The check for "InteractionB" in the Update loop is not for native mouse right-clicking. With Left and Right Mouse clicks have default functionality? enabled, the script's OnPointerClick function is where the right-click should be detected…
Let's see screenshots of the Sound object and the Action used to trigger it.
Are you loading from within the same scene, or from another?
What are your AC and Unity version numbers.