I suspect your hunch is correct - thanks for the feedback, I'll investigate.
For completeness, what Timescale are you testing with, and what are your AC/Unity version numbers?
But why not break the audio itself into chunks that can be used by each Dialogue: Play speech Action?
Again, this could be done in a custom Action - which I think it'd have to be because I don't see this as a feature others would benefit from. It'…
The yellow visual will appear only if the Hotspot has a single Box collider - this is just a convenience tool. Only one should be present - remove the Box if you're adding a Polygon Collider.
AC does not override or affect the behaviour of Collide…
On 2), this wouldn't be possible in the form of simply adding a texture field to the SavesList element - since the element itself is not aware of what "type" of save is being listed.
What you can do instead is create a new "SaveFileH…
I'm not quite sure I understand the scenario - is this because the subtitles are so long they don't match up the audio? You can insert [wait:X] tokens to pad out the display.
A custom Action can be used to add whatever behaviour you like - you can…
Thanks for the added info.
You're correct in that it's best practice for the animations to be non-looped. However, this has no effect on my end for the 2D Demo after making the ActionList changes you mention. Both looped and non-looped, the behav…
You can look into using Text Mesh Pro, which offers outlines. If your Menus rely on Unity UI, you can switch over completely to Text Mesh Pro by adding the TextMeshProIsPresent scripting define symbol, which will cause AC to refer to the TextMeshPr…
This is because - for separate reasons - all Actions within an asset file have their AssignValues method called before the ActionList as a whole is run. The behaviour is expected, though perhaps not ideal.
I would classify this as safe to ignore -…
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This is possible if your Menu is rendered with Unity UI, since Unity UI supports rotation. See the Manual's "Unity UI menus" chapter as well as this tutorial for more on integrating Unity UI with AC.
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I'll consider extendi…
What if you play them without crossfading?
I cannot recreate any such problem. A check is already in place to prevent a track from restarting if it is already in place. In this scenario, the codeblock in Soundtrack.cs will be executed:
if (queue…
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No - only from the single-frame to the click animation. The click animation should revert back to the single-frame once it has come to its natural end.
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So long as you supply the "Empty Texture" field, that should override…
Does the error persist if you unset the Hotspot's "Highlight" component?
Whether this appears as a result of interacting with a Hotspot or not, the warning is still valid. It's coming from Unity, and not for any reason that's AC-related.…
The character uses "Sprites Unity" animation?
Is the animation itself set to loop? It may be a Unity issue.
From the sounds of it, a recreation would involve loading the 2D Demo and checking "Wait until finish" in the same Act…
Are you certain that both "OnDownload" messages are coming from the ActionList? One should display on startup.
Let's see the full stacktrace of each message.
* I haven't encountered an issue, but results may vary with platform.
* Whether it's animated or not, the results should be the same. It's simple to try and see what your own results are like.