You can do this by hooking into the OnCompleteSpeechScroll / OnCompleteSpeechScroll_Alt custom events.
The latter is new to v1.67.0 and provides direct access to the Speech class:
using UnityEngine;using AC;public class SpeechScrollListener : Mono…
A Menu's Appear type will determine when a Menu is shown. When set to During Gameplay, it'll only be visible when in regular gameplay - and hidden during cutscenes.
If set to Manual, you have full control over its display via the Menu: Change stat…
Please always let me know your AC and Unity version numbers.
There's no need to switch engine. The 2D Demo's Player character, Brain2D, uses Sprites Unity - and plays custom animations when interacting with objects in the Park scene.
If you're co…
What field are you looking to parameterise?
Multiple ActionLists can be run at once. You can access them with:
foreach (ActiveList activeList in KickStarter.actionListManager.activeLists){ if (activeList.IsRunning ()) { ActionList ac…
Version 1.67.1
* Added: Warning message if a first-person Player is controlled in First Person, as this will cause issues with movement
* Added: Touch-screen keyboards in iOS and Android now respect the character limit of InputBox elements in 2018.…
No, it can't be both.
What you can do, however, is set it to position "On Hotspot", and then position the Hotspot's "Centre-point override" as necessary.
Through scripting, you can reposition the centre-point's transform to be …
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I will attempt the menu overlay trick myself - admittedly it was only a thought.
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If it's an "AC menu", it will be - the issue is that this involves Unity UI, which is totally separate. If your whole interface uses Unity U…
This is indeed a Unity problem - AC leverages Unity for all rendering/graphics. You could try playing with the sprite texture's Import settings, but this is best asked on the Unity forums.
I still need to see a shot of your Inventory manager, showing the properties for the item in question.
What are your AC and Unity version numbers? Are you incorporating any custom/addon scripts? Is this occuring in the Editor, or a build - and on…
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Which message?
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The point at which a running ActionList is at is not stored in save game files - this is why Conversations have traditionally not been allowed during gameplay, as it's dangerous if used improperly.
The state of an Ac…
This is currently only allowed for desktop keyboards, as Unity has prevented this setting in the past.
However, it seems they've allowed this in 2018.3 - which version are you using?
In PlayerMenus, try inserting the following into the end of the …
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The "perspective override" options only show before you convert the scene to an AC one. You can still access the fields manually via the GameEngine's SceneSettings component, however.
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The first-person camera will be used …
As the wiki script's Spine integration is now quite outdated (both for AC and Spine), I'm looking to update it.
To those looking to test progress, download the following 3 scripts:
http://pasteall.org/1574689/csharp
http://pasteall.org/1574691/csha…
Yes, there's no need to physically move the player object.
Here's a wiki script for a constrained first-person view:
https://adventure-creator.fandom.com/wiki/Camera_-_Constrained_first-person