If you don't assign an AC GameCamera2D your the AC MainCamera, the Parallax2D effect should apply to whatever your MainCamera is. Is the AC MainCamera following the CinemachineBrain?
Alternatively, since the Parallax2D script is isolated from the …
You're not assigning your "manager" variable.
See the front page of the Scripting guide - the active Menu Manager can be referenced via:
KickStarter.menuManager
In order to move a UI Menu, be aware that you must place all the elements y…
This is indeed going off-topic, since you're now discussing Cinemachine and Post Processing Stack - two Unity assets that aren't related to AC.
I'm not clear why you're using CM Virtual cameras if your game is in 2D, since I'd imagine they'd be sta…
Welcome to the community, @DrDoback.
More than mainly, I'm afraid - AC is intended purely for adventure games. If you're looking to create a turn-based RPG battle system, I really wouldn't recommend trying to do so with AC. You'll spend a lot of …
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Like I said, it should update. I can't recreate the issue, but you're using custom scripts and there may be some key element missing that you're performing and I'm not.
The version you're using should be fine.
The issue may be that it's being processed, but not being applied correctly. Have you assigned your "Phonemes" shape group in your character's "Phoneme shape group" field, and are your S…
The video shows the issue, but not the cause. What I need to see are images of the Animator, and the animation it's playing.
Have you tried my suggestion re: creating an "idle" animation for the new position?
Please also try it in the l…
Shouldn't be - it should update regardless of the Source option.
You could test this, however, by changing it back to Adventure Creator temporarily.
As a workaround, if turning the menu off and on again does the trick, you could try doing this in …
I don't know exactly what changes you're making, or what you're overriding, but if adding "new" does the job, I wouldn't worry about it.
If any of the functions in the original ActionSpeech require being made virtual, so that you can over…
If you wish to spawn an object into the scene, use the Object: Add or remove Action. Once present, you can then use Object: Teleport to correctly place them.
However, it would make things more manageable to have both NPCs present in both scene fil…
You can modify the Speech class's SpeechLog variable:
speech.log.fullText = "My new text...";
However, the Speech class is added to Dialog after the event is called. I'll see about adding an alternative event that provides the Speech in…
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Moves in which direction? Again, always forward along the same axis, or in front of the direction the player is facing?
Make sure that your Settings Manager's Turning type field is set to Relative To Camera. The default behaviour of ASD s…
* What are your AC/Unity versions>
* What are the types of elements that aren't updating
* What is your Menu's Appear type field set to?
* Are you rendering the Menu with Unity UI?
See the Manual's "Menu scripting" chapter. You may ha…
What do you mean by "article", and where are you getting ints from?
If the ints refer to an item's ID, then you can use that ID to get the original Inventory item in the Inventory Manager, i.e.:
int myItemID = 0;
InvItem myItem = KickSta…
What version of Papagayo are you using? It seems its been re-written recently, and it looks like the format has changed.
Just to test, what if the above txt was instead the following, with no spaces/tabs before the numbers:
6 AI8 etc10 etc13 AI16…
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That was intentional, as given your first post I thought that was what you were after. To record all speech - and not just those in Conversations - you only need the OnStartSpeech event without any checks:
http://pasteall.org/1508482/cshar…