Version 1.67.3:
* Changed: Turned Action script "runtime" variables from private to protected, to aid subclassing
* Changed: Deprecated the "AlphaNumericSort" script
* Fixed: Copy and Cut buttons in the ActionList Editor window …
If you are relying on a persistent Player prefab, then this is likely related to a bugfix that involved player data becoming restored upon a natural scene change.
If you wish to save changes made to a Player that are specific to a scene, you should…
2D or 3D?
Highlighting a Hotspot by default involves brightening the shader's material colour. If you're using Sprites Default, then it won't be possible - though Sprites Diffuse should work.
For custom implementation, you can hook into the Highl…
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Please share uncropped screenshots of your menu's properties - I can't see your size options for the "SubsLineLabel" element.
It is recommended, however, to switch to Unity UI for menu rendering. The default menus each have a Uni…
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Though it doesn't appear in the API's GetOutputTrack method (which the Engine: Control Timeline Action relies on), it does get listed in the Playable Director's Inspector as a mapping. We may have to wait and see what Unity's true intention…
Try this sample script:
http://pasteall.org/1587187
Paste it in a C# script named DialogueOptionStyler. You can then attach a component named "Dialogue Option Styler" to your Conversations, and amend the Inspector as appropriate - matchi…
If there are bugs with the latest release, please report them so that they can be addressed.
What platform are you building to, and does this occur in builds or the editor, or both?
Create a .unitypackage of your Managers and test scene to demonst…
The timing was changed due to a bug with the Shapeable component.
You can, however, revert back to the old timing by opening Shapeable.cs, and changing line 383:
float newValue = Mathf.Lerp (shapeKey.InitialValue, shapeKey.targetValue, AdvGame.Int…
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Attach an Image component to your RectTransform and give it a transparent colour. That'll tell you if it's centering over the mouse cursor or not.
Separately, assign your Menu Manager asset file as Default_MenuManager, and set the Interact…
I'm afraid your GIF is too small to really see what's going on.
* Is your character a Player? If so, are you relying on player-switching, or is your player local to the scene (as opposed to being spawned in)?
* Do both Sorting Maps have Constant I…
Does it happen with every scene, or just one in particular? Does this occur in Builds too, or just the Editor?
Other than your GameCameras and your MainCamera, does your scene contain any other Camera components?
Is that MainCamera screenshot tak…
What are your AC and Unity version numbers, and what is the Menu's Source set to?
Make sure that Clickable in cutscenes? is checked in the Menu's properties. Does it respond when in a cutscene that doesn't involve speech text, and is the speech te…
It sounds like this is related to the "ACNodeSkin" asset file inside /AdventureCreator/Graphics/Skins".
Try re-importing that asset file again. Viewing its Inspector and expanding "Custom Styles" should reveal a Size of 26.
Unless you define a "Cutscene cursor", the cursor will be hidden when a gameplay-blocking ActionList is running.
If you wish the Action to wait, but the ActionList itself to not block gameplay, set the ActionList's When running property t…