The Scripting Guide is the place to get information about what methods are at your disposal, as well as how to access them.
However, steps 2-7 in your list can already be performed with existing Actions. The Object: Highlight Action can be used to…
Are you doing this in an ActionList asset, or a scene-based one such as a Cutscene?
If an asset, you can only do this from a prefab - try dragging the GameObject into your Assets folder and then assigning the prefab instead.
Alternatively, you can…
As it's a non-AC camera I can't be sure, but you could try parenting the CM camera to an empty GameObject, and then teleporting the empty's position.
Controlling through animation states isn't a bad option, though.
This is a complicated issue, because it involves two separate input systems: one using Unity's Input API (for the speech skipping check), another using Unity's EventSystem (for the UI click checks).
This is somewhat of an edge-case, because you're …
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Sorry, but I don't follow what you mean here. You have two subtitle menus? What are their properties, exactly?
Please also be sure to state your AC and Unity version numbers when posting. As this only affects builds, please also state th…
Cannot recreate with an ActionList: Comment Action. What does the ActionList contain that makes you say it's running twice?
After backing up/duplicating your project, test also the latest release v1.66.8.
Reference to what, exactly? Please elaborate, with screenshots to illustrate.
You'll likely want to rely on ActionList parameters. You can define parameters in the ActionList's Inspector, and then use the ActionList: Set parameter Action to set t…
You need to give much more detail. Reference about what, exactly?
Please elaborate properly, with screenshots to illustrate.
You'll likely want to rely on ActionList parameters. You can define parameters in the ActionList's Inspector, and then u…
Only characters can move along Paths, and this is done with the "Character: Move along path" Action.
You could feasibly convert your object into an NPC via the Character Wizard.
However, it's not necessary to rely on a Path to make an ob…
Individual Engine: Control Timeline Actions cannot be skipped, but the ActionList they are placed in can be. If the ActionList is skippable, invoking the "EndCutscene" input will skip the Timeline.
If you're using a GameCamera / GameCamera2D (i.e. one with its own movement options), then that'll override any positional changes you make to it.
If you do the same thing to a SimpleCamera, it should move fine.
You could export a language and store it somewhere, remove it from AC, and then re-import it at a later time. So long as the ID numbers remain unchanged, you should be fine.
However, through scripting, you could also hook into the OnChangeLanguage…
@Eldritch: Recreated. The verb should be shown, but should match up with the interaction. You could remove it by entering in a blank verb name.
@DexterStardust: :)
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If you want to make use of parameters and transitions for animation playback, you'll need to switch to "Sprites Unity Complex" mode. "Sprites Unity" will conflict with transitions if they exist, because it works by playi…
You've placed the code in a function named "Start", which will run when the scene begins. You're also not triggering any function within your Action.
Replace "void Start()" with "public void HideAll()", and you'll the…
You're referring to this?
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That wouldn't require programming - just use of AC's Menu and Action systems.
The final "map" menu would be best done in Unity UI, because it'd be much easier to arrange the Buttons and images together. …
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I'd imagine so. I was referring to the size of your player sprite compared with Brain's when both placed in the scene. Both Unity and AC are designed with this scale in mind - with the "Destination accuracy" slider used to accoun…
Retro-mode is best suited for pixel-art games, and should be left checked.
What about the scale of your sprites? How does your player sprite compare with Brain2D, physically speaking?