Welcome to the community, @square357.
Is this a 2D or a 3D character, and which tutorial are you following? Can you share a timestamp of the exact part of the tutorial that doesn't work, or are you using your own animations instead?
Check that yo…
It's unrelated. What version of AC/Unity are you using, at what point does the error occur, and what is the result of it showing?
The stacktrace suggests that your MainCamera is not tagged as "MainCamera" in its Inspector - is this the c…
The state of the ActionList doesn't get restored - just the state of the currently-running tracks. The first track, "PadOnly", isn't set to loop - which is why it doesn't upon loading.
You may be able to get around this, however, by chec…
This can be achieved by inserting the following into ActionSpeech.cs after the "EditorGUILayout.EndHorizontal ();" line:
EditorGUILayout.LabelField ("Character count: " + messageText.Length);
I'll consider adding something offi…
You can use the Save: Save or load Action to manually save a game, and the Save: Manage saves Action to delete save files.
Hiding it from your Save/Load menus may be a bit tricky, however, since a default SavesList element displays all found save s…
Are you opening it in a different version of Unity? What was your old AC/Unity version, and what version of Unity are you using now?
AC relies on Unity's OnGUI functionality to render menus. It may be that a change in Unity has affected the appea…
AC's image-based Conversations are limited to the dialogue options presented on-screen - not the lines spoken by the characters themselves.
The best way to make an image-based speech system would be to use custom scripting to hook into the OnStartS…
A similarly-named folder wouldn't cause issue, but another script named "ActionEvent" may do.
I'm not getting anywhere trying to recreate this. Does it occur for you in a fresh AC project? As others have not reported anything similar, t…
Easy or not, I don't feel that would be beneficial to many - and combined with the line ID also appearing would likely be confusing to some.
However, you can create a subclass of ActionSpeech to add this in yourself (see the custom Actions tutorial…
Welcome to the community, @pinellos.
The element cannot be bigger than the screen, but bear in mind that this is only when using the "Adventure Creator" source option for your Menu's display. When using Unity UI, you can rely on ScrollVi…
Welcome to the community, @Madde.
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In practice, not much. AC doesn't enforce or push for use of one over the other, but with perspective projection you may find it easier to arrange foreground / background objects, as you can avoid having t…
I can't recreate any such issue on my end - what is your UFPS version number, and are you involving any other custom scripts?
Is there any difference between using a local Player in your scene vs spawning a Player prefab?
As changes to Unity are still made up to the wire, I still need time to make a thorough check. Initial signs seem OK, though I would recommend caution in the form of backing up your project beforehand.
Is this for all Cutscenes, or one in particular? How is it being triggered?
Is it running Actions in a loop? Let's see some screenshots of its Actions, plus its properties.
AC and Unity version numbers too, please.
What's your AC version number?
By default, if your Input method is set to Keyboard Or Controller, then Menus that pause the game are directly-navigated (i.e. no cursor).
This behaviour can be disabled, however, by unchecking Directly-navigating Me…