I stand corrected - in your example, you would need to have an instance of the Conversation in Scene #2 for it to work. Otherwise, the Conversation in Scene #3 won't know what scene to load data from.
The loading of this data hooks into the OnAfte…
It's already possible to just have speech audio in one language: the 3D Demo is like this. Checking Use original language audio if none found? causes the original language's speech audio to be used if no translated audio files are present.
Having …
You should be seeing messages in the Console that tell you exactly what's going on. What are you seeing?
The basic principle of the "SyncConversations" script is that - upon changing scene - it attempts to find the previous scene's Remem…
So that an Options menu could separate "Voice language" from "Subtitle language"?
Interesting idea, though I can't say yet how viable that would be. I'll give it some consideration.
However, it is already possible to assign yo…
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Even if not, other problems will arise with such characters. In a duplicate of your project, clean the filenames, and re-gather your text. Don't worry about mis-typed scene names in e.g. Scene: Switch Actions for now, just see if that addr…
The Input: Check Action will only be active during the frame that it is run. While you can put it on a loop so that it runs again if the "condition is not met", it's recommended to instead rely on Active Inputs for this kind of situation.…
In which versions of Unity, and TextMeshPro?
You mention a "crash" - is that literal? What exactly is the behaviour when interacting a save slot? Please be as detailed as you can - e.g. does the "highlighted" colour show when …
OK. Again, any adverse effects, though? And does it occur on just the one ActionList, all, or a selection? If this is an asset file, please PM it to me so I can take a look.
I've given this some consideration, but I don't think I'll be making this an official feature - at least for the moment.
However, I will open up the API for the ActionList Editor window so that such extensions can be made in the next update. When …
This is more of a general Unity question than an AC one, but AssetDatabase cannot be used outside of the Editor. Of the two, Resources would be your only option.
Thanks for the suggestion. I would mention that AC does now provide speech and camera tracks for Timeline, which is a viable alternative for creating cutscenes over ActionLists.
Having hotkeys - particularly alphanumeric ones - compete with e.g. t…
Thanks for the alert. Are there any adverse effects otherwise?
I suspect this isn't an issue so much with zooming out, but with a certain Action becoming displayed - does it display if you zoom in a bit further but pan over all Actions?
Correct, saving is prevented during cutscenes.
The default Save button in the default Pause menu is hard-coded to become hidden when saving is not possible. With a custom interface, you can use the Save: Check Action to determine if saving is poss…
That does sound different to your first post - the script above allows you to sync up a single parameter with a single variable. If you want to access values and manipulate them yourself, you can still do that - but you'd have to write a dedicated …
Screenshots of your Player's Inspector, Animator, animation tab and Scene Manager, to begin with. Such a change wouldn't occur for no reason - can you think back to what you were working on at the time?
This does sound odd - your tests so far sugg…