What does the Console say exactly, and what platform are you building to?
If you're building to WebGL, then save files are stored in PlayerPrefs - since WebGL doesn't allow for saving to the filesystem due to security.
Profiles are part of the Opt…
You'd need to make sure that it doesn't cover the elements in its own Menu, so it'd be a bit tricky - likely involving 4 textures to each side - but it should work.
What's your AC version? When gathering your game's text, AC does attempt to record the order in which lines are spoken, for natural listing when exporting speech text.
Is the default Sound object actually in the scene? Don't link it to a prefab file in the Assets folder.
What's the volume set to in the AudioSource at runtime? Do any error messages play?
That's more of a question for Unity than AC, since AC still relies on Unity's Audio Source component for audio playback. Within the 3D Sound Settings of that component, however, you do get access to volume to distance controls.
It should be null for a narrator - since a narrator basically means no character was supplied.
The player should return the Player class, however. Both Player and NPC are subclasses of Char, so there shouldn't be a problem there. I cannot recreat…
The speech menus will overlap naturally unless you insert a pause in between the speech Actions.
You should be able to rely on events coupled with co-routines (to wait for X seconds) to time things correctly. I'm not clear on which animation you w…
What are you trying to do, exactly? Just show the name of the speaker above a subtitle?
You don't have to supply a speaking character's name - you can create a Label element in the Subtitles menu and just write in the name directly. You can also …
These only showed after the AC import, and you have no other assets/packages loaded?
It may well be that this is a Unity bug - try downgrading to 2018.2. If you double-click on an error, does an AC script open in MonoBehaviour?
If you're animating via script, then events are the way to go. However, the OnMenuTurnOn and OnMenuTurnOff events would likely be the most appropriate here. These provide the Menu class as a parameter, allowing you to extract its canvas, i.e.:
us…
Save game files and Options data are separate. The Settings Manager handles your Options data, which is stored in PlayerPrefs.
These are separate to save files that you access via the Save/Load menus. Their exact location will be unique to each c…
If you make your "top" menu full-screen (but with large transparent edges), then that should prevent clicks underneath. It is recommended to use Unity UI for your menu system, however, with the AC option being best used for prototyping.
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Not directly, but you can attach a simple script to update a boolean Animator parameter named "IsGrounded" based off the character's script directly:
private void Update (){ bool isGrounded = GetComponent <Char>().IsGroun…
Be sure to use the latest AC release - if you're using an old version, it may not be compatible with Unity 2018.3, since the recent releases have introduced necessary upgrades to add compatibility.
What messages appear in the Console? Please post …
Thanks for the details, but it's the behaviour of the UI at runtime that is key here.
If you can create a test scene that shows the issue clearly, PM me a .unitypackage with that and any necessary asset files and I'll take a look.
If you're assigning Background directly in the Action, you don't need to check Affect children? because it has none.
I would recommend relying on animation, however.