Version 1.68.1
* Changed: Minor visual adjustments to the Sorting Map component's Inspector
* Fixed: "etc" phoneme being ignored with Papagayo-based lipsyncing when explicitly defined in the phoneme frames
* Fixed: Follow Sorting Map comp…
Using which versions of AC and Unity? Fixes were made regarding the timing of speech audio playback, but that was quite a while ago.
It should be that speech audio is only stopped prematurely if the line is skipped / ended through e.g. player inpu…
What's your AC version? The system has been updated to allow for use of nested prefabs in Unity UI.
Leave the InventoryUI object out of the scene itself, and assign the prefab itself into the Canvas prefab field. To assign the RectTransform bound…
If you rely on Unity UI for your Menus, then you can define exactly which axes are used to directly navigate them in your Event System. By default, these are "Horizontal" and "Vertical". Unless you supply a custom Event System …
If the Player has no 2D Rigidbody or 2D Collider, it won't react to the Trigger - because your Trigger's Detection method is set to Rigidbody Collision. You must either add the above components, or set this field to Transform Position.
If you move your AC folder, you need to also update the Resources.cs script's mainFolderPath variable, which should be set to the directory you've put it in, relative to "Assets/".
The change made in v1.68 was specifically for the use of …
Welcome to the community, @secondstar.
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Which kind of movement, free-aiming? The Free-aim acceleration field in the Settings Manager can be used to smooth things out, though this can also be disabled by setting it to zero.
You may also nee…
An ActionList can still wait while an Action completes, but not interrupt gameplay - just set its When running field to Run In Background at the top of it's Inspector.
Seems strange to continually check for "moveNPC", however. You'd have…
By how much is it offsetting? Does it's new position / offset amount depend on which side of the screen you click on? As this is a visual problem, screenshots will help a lot to convey the issue.
You're setting it to scale with screen size, but w…
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As in, that's what's supposed to happen?
At runtime, the button named "Run now" is enabled in the Trigger's Inspector. So that we know the Actions themselves are correct, does clicking that manually cause the reaction you want?
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Similar to how they're displayed in the 2D Demo?
Best to use that as a base - you can remove the current Subtitles menu from your Menu Manager, then copy over the one from the 2DDemo_MenuManager asset file by temporarily switching to it at the top …
Welcome to the community, @Jelonertz.
The template comes included with a Readme, which outlines the general steps. Have you been through it?
The template includes 3 new managers - Settings, Menu and Cursor. All three need to be installed for the…
Welcome to the community, @duck25dodgers.
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No, the Resources file just affects which Managers are loaded into your Game window. This doesn't get changed in any AC update, so it's safe (and recommended) to omit this when importing a new vers…
So long as you have Motion control set to Manual (which you have), then AC shouldn't affect your character's position at all.
The integration script in your video is partially obscured, but assuming that "inputEnabled" is True when the is…
What's your movement method, Straight To Cursor? It's not clear from the video what your inputs are.
Since you're using a (modified) 3D Demo to test with, please share the exact steps needed to change the default 3D Demo to reproduce the issue you…
I suspect this is less of an AC-issue, but more of a "quirk" with Unity. The error messages you're getting suggest that scripts in a Standard Assets folder are not able to access those outside it. If so, this would be Unity's behaviour.