My mistake - this is only set if the options are not overridden by the action.
What you instead want to read is IsConversationOverride() - which is a property of ActiveList, which is used to record data about an ActionList currently being run.
Som…
What do you mean by "take over"?
The OnStart cutscene in the scene being preloaded will have no bearing - the preloading is a Unity operation to load the scene file itself into memory. AC won't do anything with its contents - as you say,…
Yes, they can be paused either through scripting (above) or via the ActionList: Pause or resume Action.
The Action requires a specific ActionList, however. To bulk-pause all, you'd have to rely on scripting.
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This message is showing because of the Remember Transform component attached to your Player, with Save scene prescence? checked. This will conflict with AC's auto-saving of the player's position, so you should remove this if you're not sure…
You're referring to this one? Bear in mind that it's intended for 2D games.
The script doesn't override the player's speed or movement sounds - are both of these issues still there even when not using the script? It may be that the script is unre…
Thanks - these are both clearly the same problem.
When you opt to "overlay the current scene over the switch", AC takes a screenshot and displays it full-screen during the transition. I suspect @jasong is quite right that this is related…
While AC has always been more geared towards allowing users to create their own puzzle logic, rather than providing pre-made puzzles, the recent additions in v1.68 are intended to make the prefabbing of puzzle logic much easier.
Variables can now b…
Interesting situation.
If the game was only controlled via the RC car, then you could simply assign a "Hotspot Detector" to the car as a child, and use that as the area in which Hotspots become interactive. See the Manual's "Player-…
The script issue you're getting can be fixed by opening SaveSystem.cs and inserting the following above line 1696:
if (player == null) return;
However, the workflow I'd suggest is the same as you first tried, i.e. set the new Player to Appear In O…
That would be expected, yes. For technical reasons, the ActionList shuts down temporarily while the player makes a choice.
What you can do, however, is try checking the value of the ActionList's conversation variable at this time.
The "Game Camera Third Person" component is intended as a standalone third-person camera script - it'll move by itself and shouldn't be used in conjunction with another. Use either AC's third person camera, or ooti's Camera Rig.
To make …
Be sure to send the message to the runtime instance of the Player, and not the original prefab. Your Player can be placed in the scene file in Edit mode to avoid having him be spawned in at runtime.
Also note that the latest AC provides a new Vari…
AC and Unity versions?
You can check if any ActionLists are running at this time by showing the AC Status box in the corner of the Game window. This can be enabled via the bottom of the Settings Manager.
If they're in Timeline, they can't be - since the starting point / duration of the speech is set by the speech track. Separating lines by return would no longer cause Timeline to work as intended, since AC would then be "guessing" when su…