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Unfortunately, this can be a common issue when using two assets that overlap functionality, yet are developed separately. AC does its best to offer ways to "relinquish" control of certain aspects in favour of other assets, but of …
AC and Unity version numbers? Let's also see a screenshot of the Menu's properties.
Is your speech skippable? Try unchecking Can skip with mouse clicks? in the Speech Manager so that we can rule out this interfering.
Are you using the mouse curs…
Don't set a maximum constraint value that's lower than your minimum - is your new room to the left or right of the x=0 point in the scene?
To recreate a problem like this, I'll need real values and settings.
Create a duplicate of the scene, and th…
The "Lipsync data directory" field ought to be hidden when using speech text-based lipsyncing - I'll hide that field in the next release.
I cannot recreate your issue after copying these settings, however. I'll need to test with your fil…
Unity doesn't have a built-in radial slider type - what exactly are you trying to assign? Please share screenshots showing in detail what you've gotten so far.
Indeed - if a Menu's Source is set to Adventure Creator, it will be drawn atop any menu rendered with Unity UI - since AC-type menus rely on Unity's OnGUI system.
To have your Unity UI-based Menu be drawn atop others, those other menus would also h…
The behaviour you're getting would suggest so - but I wouldn't have thought 7k would be so large as to cause that.
When a new language is created, AC will iterate through each line twice - once to remove translations for already-deleted languages, …
Novel idea! I did find that the game's window was larger than my screen, however - so I had to pan up/down a lot to catch everything. Full-screening seemed to crop things, so maybe a smaller build resolution is necessary.
Your screenshot shows the issue, but not what your settings are. Let's see images of your character's Inspector, Speech Manager, Phonemes Editor, as well as the Inspector of the texture.
Make sure that Read/write enabled is checked in the Texture'…
Custom scripts and Actions can now both be included in the Speech Manager provided that they implement the ITranslatable interface.
See the Manual's "Custom translatables" chapter, as well as the provided "Custom Translatable Example…
See how it's done in this tutorial. If your variable is a String, then you'll get the option to set its value from an Input box element. Though your Input box is limited to numerics, its contents are still considered a String, and not an Integer.
The default AC interface, that you get when using the New Game Wizard, gives you a basic Interaction menu for selecting interaction types upon clicking a Hotspot. This is the same one used by the 2D Demo.
Aside from any visual changes, you'd need …
Ah, that's very different. What's your AC version number?
When creating new scene objects via the Scene Manager in 2018.3, AC will break prefab connections as they're spawned. This may be more of an issue on the Unity side of things, but I'd reco…
It's possible to access the data of other scenes, but it'd be very complicated to manipulate - you'd need to deserialize it, amend it, re-serialize, and then update.
One other way would be to place the Hotspot in both scenes, and make sure both of …
ActionLists cannot survive in prefabs - this has been true for all Unity versions, not just 2018.3. This is why we have the ActionList asset type, and the ability for scene-based ActionLists (such as Cutscenes) to refer to assets for their actual A…
Welcome to the community, @lacey_lansaw.
I'm not sure on what you've done so far, because you haven't shared details or screenshots about what Actions you're running, or how your NPCs and Players are set up. Have you seen this tutorial on player-s…
The "built-in" workflow is to first set the input box's contents to a Global String Variable with the Variable: Set Action, so that it's value can be compared with the Variable: Check Action.
Through script, you can read the contents dire…
If a prefab isn't present in a scene, or isn't referenced by an AC entity (e.g. a Menu, or an Inventory item), then the Speech Manager won't be aware that such a prefab is used by your game.
Placing an instance of your prefab in your scene is neces…