Welcome to the community, @zombiecat.
AC provides a way to set the colour of options already chosen, but not the font/colour of specific options. For that, you'll have to make use of custom events.
If you rely on Unity UI for your Menu, you'll ha…
You can create a "local" Player for a scene that'll override the game's default. If there are a lot of Player animations specific to that scene, it might make sense to rely on a separate Player with his own Animator just for then.
You ca…
Is it not appearing, or having no effect?
The way to do this with "Sprites Unity Complex" is to set the Method to Set Standard, then the Parameter to change to Move Speed Float. You'll then be given an option to change the speed.
Let's take it case-by-case. I'm not clear if this new bug is Unity or AC-related - please elaborate.
v1.67.0/1 have an issue related to this Action - please try in v1.67.2 first. Otherwise, let me know full details in the form of screenshots.
Re…
You need to create all three scripts for it to work.
The third is named CompletionListener. Create all 3 scripts as C# scripts in your Assets folder, and paste the code into the relevant script file. Check the Console window for error messages - …
Again, you need to find out if the RectTransform is correctly centered over the centre-point. What we need to know is if it's the centre-point that's being incorrectly placed or not.
Try this:
using UnityEngine;using System.Collections;using Syst…
It's not really recommended to disable/enable components and save this state, but you can do it through animation. Animations can enable/disable components, and when placed in an Animator you can use the Object: Animate Action to control playback.
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Once gathered up in the Speech Manager, you can export a CSV file of all your game's text.
See the Manual's "Gathering game text" and "Translations" chapters - the latter covers how to export your text.
Is this a "Sprites Unity" character?
Temporarily change their walking animation to the custom one, via the Character: Animate Action's Set standard method.
Ah, my mistake - apologies.
This option is hidden if the Movement method is set to First Person, since the game must be in 3D for that to work.
You can temporarily switch this to None to show it, and then use the Engine: Manage systems Action in t…
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No - it need only have a single presence in the scene. Each Hotspot requires a "Centre point override", but the script can go on a single empty GameObject.
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The UI will be repositioned by centering it's "RectTransform…