One other way to reduce the load of animations on the Player controller is to rely on Timeline to play "one off" cutscene animations so that they can be removed from the Animator Controller.
Though this is typically a better approach with…
"Set the speed" in the UFPS component(s)? As AC is not in control during that time, this sounds like a UFPS issue - in which case I'd say you should contact its developer for assistance.
It's an AC warning, not a Unity one. Typically it needs to be heeded, but not necessarily so if you're using custom scripting to set/pass your parameters.
If the object is being assigned correctly in-game, it generally would only need a CID value …
It's possible to set a background texture as a MovieTexture, though Unity will be deprecating this in a future release. If you use a separate application to merge your animated frames into a movie file, you should be able to use them as a regular 2…
UFPS 1 or 2? AC/Unity versions? And you're referring to player speed during gameplay?
AC won't set the speed during gameplay - UFPS will still be in control during that time.
The scripts shouldn't have to be anywhere in the scene - they'll get added automatically. You should only have to set the custom animation engine to "AnimEngine_Spine".
Let's see some screenshots, as well as the full text of the error me…
Replacing regular text with jibberish does sound like the better approach, but tokens will still be respected. I shall look into it.
Another approach would be to rely on a separate language for the jibberish, and change languages based on the glob…
Your first post mentioned "resources.assets". I'm not sure if this is a reference to the Resources folder, but be careful not to place your textures etc in a folder by that name.
Otherwise, yes this is a general Unity issue. The usual r…
You'll have to be more specific - there is no "Invisible" script in AC's core. Is this a custom script?
What do you mean exactly by "object's aren't included"? Please share your AC/Untiy version numbers, and the platform you'r…
I shouldn't think it possible to change their type to Editor GUI, since Editor code is stripped from the build.
It sounds like the colour space has changed - it may not have been upgrading AC, but Unity too/as well. What versions of both were you …
Could you share an example? Does any of the text (jibberish and regular) ever feature tokens e.g. [wait]? Please also share a shot of your Speech Manager's speech settings.
AC relies on GetAxis, as opposed to GetAxisRaw, for reading the Horizontal/Vertical inputs - which may account for the difference. The character's turn speed is also a factor, too.
You can, however, remap the inputs to read GetAxisRaw via a custom…
This is more of a general C# scripting question, but it may be that the AND/OR statement is ambiguous.
Try inserting this in line 12:
if (speakingCharacter == null) return;
You can filter through both to limit their display, and speech lines get hidden at runtime. There's a lot going in behind the scenes, but only so far as the Editor goes.
Have you modified "ActionEvent.cs" in any way? Or are any custom scripts named similarly?
Does the issue go away if you assign the Demo game's Actions Manager, Demo_ActionsManager as the asset file at the top?