Sure - it's all public, see the API reference for it here.
To access the active Player, and their turn speed:
AC.KickStarter.player.turnSpeed = 10f;
If you want users to set this as an option, it's best to store this in a Global float Variable li…
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Thanks for the info, I'll look into this further.
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As it is a sizeable update, I shall be having a closed beta for it soon. I will PM you at this time.
I cannot find any issue with the color/size tags. Does this too remain if you switch your Menu's Source back to Adventure Creator?
This is the text I am testing with:
<color=blue>Hello Color</color> <b>Hello Bold </b> <…
Do you mean that you're modifying the Menu Manager through script, or that you're working with a new build but old save game files?
Is the Menu listed in PlayerMenus after the load? You can do a null check with:
AC.Menu myMenu = AC.PlayerMenus.Ge…
Welcome to the community, @rogerteddy. Apologies for the trouble so early on for you.
I cannot reproduce such a problem in Unity 2017.4.26f1 - nor has something like this been reported elsewhere. It may be that - for whatever reason - this is an …
You can achieve this by using an ActionList and a pair of Menu: Change state Actions - one to fade the first menu out, another to fade the second menu in.
As with the original post, this is more of a Unity question than an AC one.
Try setting your first scene to a non-AC, "Loading" scene, which then loads the first proper scene of the game asynchronously. Through scripting, you can also pr…
The camera fade works by drawing a texture on top of everything, so no - at least not with the Action. You could conceivably achieve something by using a Unity UI and a pair of cameras set to render different parts of the screen, laid on top of one…
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I will continue investigating. Does unchecking the option I mentioned above stop the issue from occuring?
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This option only deals with AC-rendered menus. When using Unity UI or TextMeshPro, all styling options are left to the compo…
I am looking into allowing the use of VideoClips for 2.5D backgrounds, yes.
In the meantime, either stick to an earlier Unity release or go with the background sprite method I described above.
Are you actually in an AC scene at the time you're calling this? AC Global Variables are inaccessible if your scene does not have an AC GameEngine in it.
I cannot recreate such a delay from this alone. What are your field settings and components for the two players?
Use the Profiler window, with Deep Profile enabled, to see if there is a memory spike (and learn the cause) at this time.
This is lik…
While the simulated cursor appears for me, the wider issue is that Unity UI does not currently respond to it - because it's designed to only react to the mouse cursor, which is not the same thing.
While switching your Menu's Source to Adventure Cre…
This is an issue related to the Skipping speech first displays currently-scrolling text? option in the Speech Manager.
I shall PM you a link to a test replacement of Speech.cs that should resolve it.
Again: there is no MenuGraphic element involved. Replace your code with mine:
MenuElement myElement = AC.PlayerMenus.GetElementWithName (MenuName, ElementName).backgroundTexture = myNewTexture;return 0f;
That is all that needs to go in your Run f…
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No, I am. It seems the event only fires if Music is stopped through Actions, and not when they end naturally. I will look further into this.
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Have you followed my earlier suggestion of running the Actions manually? We first need t…