If you're looking to modify your Speech class instance so much that it'd affect the line ID, the text, and the duration of it, it's better to just script your own instance of it. See the Manual's "Speech scripting" chapter for more.
Linking to Options Data means that the Variable's value is tied to your PlayerPrefs (alongside audio volumes, subtitle display etc), and is independent of any save game data you have. You can read more about this in the Manual's "Options data&…
It can be changed at runtime with the Engine: Manage systems Action, or via scripting. It should not ever be changed automatically.
Do you have any instances of this Action (use the Actions Manager to search for it), or any custom scripts present …
Both the scene and prefab players have an Animator that relies on an Animator Controller, which is an asset file. Unless you duplicate it and assign each Player a separate asset, they'll both rely on the same one - so changes you make to one will b…
Sorry, you're going to have to elaborate on this - is this using custom scripting? The error message doesn't reference any AC code.
If you can provide steps to recreate the issue, please share. If you're using a custom script to make this interfa…
Not built-in, no. The camera system is time-based, so it needs a non-zero timescale for it to work.
You could try animating a Camera manually using an Animator component, having it work in "Unscaled Time", and then (through script), enab…
You may get better results if you keep your Menu's size fixed, with your Label size automatic / centred.
However, it's best to switch to Unity UI - it'll give you much more robust control over the Menu's appearance.
While I'd give some thought to using Timeline (though this is better suited to 3D than 2D), yes - that was the workflow I was suggesting for the local player method.
The "_Alt" speech events are what I was referring to in my last post. The suffix is necessary to differentiate them from the existing events.
Modifying displayText is still prevented to avoid further issues, but you can still change both…
Create a .unitypackage of your game's Managers, both scenes, the background graphics, and the ActionList used to switch the scene - and PM it to me so that I can take a look.
If you check Start game locked off? in a Menu's list of properties, then it won't show even when its Appear type condition is met.
You can then unlock it, and lock your "regular" conversation Menu, with a pair of Menu: Change state Action…
Changes made to a persistent player will survive scene changes - so long as you don't have a local player instance you should be fine there.
If you are using a Cinemachine camera, you may need a simple script to get the CM camera to refer to the Pl…
No, they should all be set as you define them.
* Global or Local, and are they linked to Options Data?
* How/when are you using them that makes you believe they are being set incorrectly?
* What are your AC/Unity versions, and what platform are you…