The open subscene should be stored in save games.
Is the subscene added to the build settings, and are you getting any related messages in the Console? Please also share your Settings Manager in full.
I still don't know what your game's scale is set to, but if it is different from the recommended then changing the accuracy setting would be the way to fix it.
There's no provided function, since multiple variables can share the same name.
You can iterate through the list, however:
foreach (GVar variable in GlobalVariables.GetAllVars ()){ if (variable.label == "MyVariable") { // Fo…
Again, technically the Cutscene is ending once the Conversation begins. Any "After running" Cutscene property would still kick in once the Conversation shows up, because the Cutscene it's called from has then ended.
You don't have to dra…
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If it's a bug, it's not one I can recreate. The Demo_MenuManager's Interaction menu also has a Unity UI variant set to Appear At Cursor Then Freeze. If you assign that Manager and configure the Interaction menu's Source to Unity Ui Prefab,…
@armaan Since you're using multiple ActionLists, in order to accurately reproduce this error I'll need to use the exact same set up. Please prepare a test project that I can use to recreate it. You can do this by duplicating the project, making a …
Initiating a Conversation ends the ActionList it's run from. If you override its options within that ActionList, then the ActionList actually gets re-run from that point.
You'll have to instead stop the ActionList at that point, and then use anoth…
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As expected. Unity doesn't allow for a direct link to a nested child in a prefab, but all that matters is that it records the object's Constant ID. You should find the ID number on the GameObject's Constant ID component matches up with the…
Welcome to the community, @Expiredmind.
Though unofficial, a user-made Spine integration can be found on the AC wiki.
As for the problem at hand, unless you want to incorporate a custom motion or animation controller, I'd recommend relying on &quo…
Please share more details. Is this a 2D or a 3D character, and in what AC/Unity versions?
Let's see some screenshots of the issue and Inspectors involved.
Version 1.66.8
Upgrade note
* Custom Actions that override the AssignConstantIDs function need to add the bool parameter "isAssetFile"
Changelog
* Added: When a new Constant ID value is assigned, the accompanying Console message now in…
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Place the Canvas in the scene, drag the child GameObject from the Hierarchy into the Menu Manager field, apply changes to the prefab and remove from the scene.
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Attach the Outline component to your Text GameObject.
It is, and by attaching a Remember Animator component to it, you can also store its state in save games.
A basic knowledge of Unity's key systems, such as animation, is recommended before going too far into AC. The 2D tutorial video, however, is g…
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Both of the demo games can be loaded via the top toolbar, under Adventure Creator -> Getting started. See the Manual's "Running the demo games" chapter for more.
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Glad to hear it. The ability to control how fast the ca…
An ActionList will prevent regular player movement and interactivity if its When running field is set to its default value, Block Gameplay. Change this to Run In Background in its Inspector to prevent this.
See the Manual's "Background logic&…
Closing tags are necessary for rich text, since they're used to mark what text is affected. I suppose you could try inserting e.g. <q=xxx>
What is the effect you're trying to actually achieve? You may be better off relying on custom speech …
Unless you assign a Speech AudioSource in your character's Inspector, speech audio will be played on the character's root.
In either case, the object that plays speech audio should not have a Sound component. Speech audio volumes will be corrected…