PlayerStart is just a convenience - you can manually teleport the character through script after the scene has completed loading, via the OnAfterChangeScene custom event:
using UnityEngine;using AC;public class PlayerStartExample : MonoBehaviour{ …
Please be specific with your AC versions - exactly which were you using before updating? I can't recall any recent change that may have affected this.
Unless your Button is linked to AC's Menu Manager, however, this would be expected. I shall con…
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Did you remove it after creating the new set of Managers?
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Certainly all but your Menu Manager shouldn't be affected.
Try switching the other 7 back to their originals and try again. If you still have an issue, it's likely some fie…
I don't recommend using an alpha Unity release, as AC only supports official releases due to changes and bugs such as this.
I will look into this further, however - it's not yet clear if this is an error with 2019.3, or an intended change.
Is there consistency in terms of which speech lines are affected, or will the "Planetary Positioning Huts" example sometimes display correctly?
Does the fact that "Playnetary Positioning Huts" is at the start of the sentence hav…
You can set up your Animator Controller to play a different talking animation based on the value of an integer parameter, but still have them only play when the "Talk bool" is set to True.
You can then use a custom script to set this Inte…
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Skip() is only called if the ActionList it's a part of is being skipped by the player, which is done by invoking the "EndCutscene" input. It's intended as an optional override to Run(), since it needs to perform the effects of the…
Try also this: in AC's OptionalMouseInputModule script, insert the following into line 95:
if (raycast.isValid) KickStarter.playerMenus.EventSystem.SetSelectedGameObject (raycast.gameObject);
What effect does this have on your game?
If you're using Unity UI, then you're either over an element slot, or not over an element at all. You should be getting a null value in the MenuElement parameter otherwise. If you're getting different behaviour, please share more details in the fo…
Recreated, but so far unsure if this is an issue with Unity or not, since creating a texture in linear space seemingly has no effect.
If either of you would like to look into this as well, AC takes the screenshot texture in the MainCamera script's …
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A text tutorial on linking AC with Unity UI can be found here. Video tutorials that cover this topic can also be found here, here and here.
AC is designed with traditional adventure games in mind, which is why health bars are not included …
* Is the Take screenshots when saving? option being correctly set in the Settings Manager? The menus would need to be turned off/on again if you change this value when they're on.
* You should be able to do this just by making the UI Image that's l…
If #1 wasn't preloading, but just switching scene, you'd get the same behaviour. Try disconnecting #2 from #3 - what happens?
If you uncheck the preload option in #1, is Position Player relative to Marker? checked? If so, uncheck it and re-check…
These are Unity's "animation events"?
These are intended to work by calling a function attached to the same GameObject on the Animator - it'd be tricky to get an Action to listen out for it, as I'd expect you'd need an interim script on t…
There is still an issue with the "hover" graphic showing correctly, but the item itself should still be interactive. I can't recreate an issue there.
Try it with a fresh set of Managers via the New Game Wizard. Add a test item to the in…
The saving of the "runtime animator controller" is automatic, there is no option for it. However, as with any other change in asset file you wish to save, it's name must be unique, and placed in a Resources folder - see the Manual's "…
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If you don't check Play in background? in the speech Action, the Action's End function will run once the speech has completed. You could add the following override to re-lock the Menu afterwards:
public override ActionEnd End (List<Acti…
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In 2018.3 and later, the 3D Demo is updated and Tin Pot relies on Root Motion as well. You could try the 2D Demo's Player, Brain2D, in a 3D scene instead, however.
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Yes, the motion is driven by the animation. What animation is play…
AC refers to scenes by index when storing save data, even if you can refer to them by name in e.g. the Scene: Switch Action. I don't know if Asset Bundles retain build indices when storing scenes, but you should be OK if so.
AC won't search your b…