Welcome to the community, @theJitron.
Yes - checking both Offset original Order? and Also affect children? on the Follow Sorting Map component is the way to keep the relative "Sorting Order" values of child sprites intact.
The 2D Demo's …
You can't update the raw text you enter into the Editor, but you can treat one of your game's translations as the default language - even if this translation is still in English.
In the Speech Manager, create a new language named English, and check…
You need to create a variable type that matches up with the Animator parameter. If your Animator parameter is a Float, then so too does the Global Variable.
Yes, there is an issue with the ordering system - thanks for bringing it to my attention.
In SpeechManager.cs, look for the function "SetOrderIDs". As a test, try removing the 2nd instance of:
action.isMarked = true;
Does removing that…
Unity will contol how many files are needed when exporting. But 11Gb is very large for a 2D game. Regardless of whether it solves the problem, I would recommend taking the standard steps of compressing textures, audio etc to get that down. More o…
You can assign a "Text scroll audio" for each character, that gets played when speech text is scrolled.
For a more robust approach, however, you can hook into the OnStartSpeech / OnStopSpeech custom events to playback audio based on the c…
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This is after sorting all rows according to the "Speech Order" column in Excel? Are all the lines arranged sequentially in the ActionList itself? Bear in mind that you will have to re-gather your text after adding/rearranging lin…
That was going to be my suggestion, too. The [var:ID] text token can be used to insert a global String variable's value, which can then be set from a custom script.
AC global variables can be manipulated through script - see the Manual's "Variable scripting" chapter, as well as the front page of the scripting guide.
Setting variable values by iOS device, then, is a case of e.g.:
public void SetVaria…
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ID numbers are assigned in order of their creation, but AC internally records the order in which speech lines are listed in an ActionList.
In the Text Export Wizard, create a new column set to Speech Order. That'll give you a new column th…
You can rely on AC global variables for all 4, but 1) and 2) are best set through script that increases a variable's value by 1 every second.
A guide to manipulating AC global variables through script can be found in the Manual's "Variable scr…
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Aside from that, does the original error appear?
The disabling of duplicate Subtitle UI prefabs will be addressed in the next update. PM me if you'd like to be involved in beta testing.
When playing a one-shot audio, the audio cannot be linked to a Mixer. This is because it relies on Unity's PlayClipAtPoint method. I suspect the difference is coming from the way the different methods calculate volume (linear vs logarithmic).
I s…
It does involve code - but as I suspect it would be useful to others as well, I've updated the AC wiki with such a script:
https://adventure-creator.fandom.com/wiki/Link_an_Animator_parameter_to_a_Variable
Apologies for not replying earlier, @Sean - it's rare that I miss a thread, but it was unintentional. This is indeed the correct place to post.
The integration between AC and Invector is handled by Invector's devs. To succesfully integrate a thir…
You're passing a GameObject's name as the first argument, whereas it's expecting a Player component.
Define the variable:
[SerializeField] private Player myPlayer;
Then replace "player2.name" with "myPlayer" in your call to Re…
I suspect this was a Unity issue, then.
The first of those two Console messages can be ignored - but will be removed in the next AC update. The second is related to Unity's Analytics service, and is not related to AC.