The way you've described is the way that's recommended - the game's "original" language can be disabled in favour of the first-defined translation.
The Speech Manager only reads Action data. It won't apply text changes back to the origin…
v1.68.0 introduced the new "Variables" prefab type, but the Cutscene prefab was unchanged. You'll be fine in this case.
Note that it's possible to detach scene objects from their linked prefabs via the "Break Prefab Instance" U…
Please elaborate. Are you running multiple instances when this occurs, and is any other ActionList that is skippable running at the time?
As always, AC and Unity versions too, please.
So you're switching scene while a new music track is in the middle of fading in? If you're using the Sound: Play music Action, then a scene-change shouldn't interrupt the music, unless your new scene has new music to play, or the scene-change is th…
If your "Movement method" is set to "Direct", then moving left is a case of invoking the Horizontal input with a negative value.
AC's SimulateInputAxis function, if called in an Update loop, could feasibly move the character aut…
This isn't clear enough, I'm afraid. An ActionList when interating with a character meaning an asset file, instead of a scene-based Interaction? So "Dialogue ActionList" is where some lines are gathered, but some aren't?
Is there any co…
The "InteractionA" and "InteractionB" inputs are only necessary if you uncheck the Left and Right Mouse clicks have default functionality? option. I would recommend removing them, or unsetting them from the mouse buttons, if tha…
The Set As Menu Element Text option should account for the slot number - are you referencing a Journal element, and if so - one with the page text entered into the Menu Manager?
There's an easier way to manage the varying text in one place, however…
Thanks for the details. Your AC version should be fine - at least, nothing has changed related to this in v1.68.4.
If it's working for one character, and not others, then it will be down to some difference between them - though I can't guess what …
If there's an issue with ActionLists being mistakenly missed from the "Gather text" operation, then it'll need to be addressed. What is your AC version now, and how are the missing lines referenced in your game?
If you can provide steps …
Assuming the element's Graphic type* is set to **Normal, call its SetNormalGraphicTexture method.
If you want total control over the texture, however, it may be worth disconnecting it from the Menu Manager and updating it directly.
If you revert your Menu's Source to Adventure Creator, what then?
The PlayerMenus script's UpdateMenu function is where menus have their state / position controlled from.
Welcome to the community, @Beatriz.
The way your Action and Path are set up look correct, and I can't reproduce any such issue. What's a typical "Node wait time" value you're using?
What are your AC and Unity version numbers, and do any…
If your character uses the Mecanim animation engine, then the Dialogue: Play speech Action will provide fields to enter in the name of head/mouth animations that - if present in their Animator on the layers defined in their Player/NPC Inspector - wi…
I can find no issue - the Hotspot label disappears once the Conversation menu turns on.
This is having used the New Game Wizard to create a default set of Managers, using the default Unity UI interface. What changes must be made in addition to the…