To be clear: this is so you can shoot the trailer, not because you're looking for this behaviour during actual gameplay?
AC's first person mode is intended for traditional first person movement - not movement along the Z-axis.
There's plenty of fr…
Bone/IK based animation using Unity's new 2D tools is certainly possible with AC, but it is a step-up in complexity. By all means switch to that when you're more familiar with Unity and AC.
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Sprite sheets, or individual frames in separate t…
In which AC/Unity versions?
Pedantic though it may sound, it's important to be clear. There's no "start new game" Action - are you instead referring to the Engine: End game Action's Restart Game option?
If so, and you're using the curre…
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The scaling up of the root is absolutely intentional - colliders etc placed on the root must also scale with the character. For absolute precision, use the code I provided.
First, declare your variable:
Interaction myInteraction;
Then, in OnBeginActionList:
if (actionList is Interaction) myInteraction = actionList as Interaction;
Welcome to the community, @philippalund.
Your Player inspector and Animator Controller look fine, but where on your Player is the Animator component that contains this controller? When you run the game, the Console warning message at the bottom is…
You could feasibly store the Interaction ActionList that's being run from the OnBeginActionList event, and then read its AreActionsRunning() value in Update to check when it finished.
A custom event fired when an ActionList ends would be useful, I'…
The Duplicate for each line? option in your Subtitles menu will cause each new line to rely on its own instance of that menu.
Also, if you want to use different subtitle styles depending on the character (e.g. player, narrator), you can limit a Sub…
Could you share a screenshot showing the layout of the scene? This is a visual problem so it would be best to see the actual scenario you have.
Normally I would recommend Option 2, but I suspect your hunch is right. A character's root will scale …
Derive your custom Action from ActionCheck - that'll give you two outputs.
See the provided ActionCheckTemplate file - it includes comments on how to use the CheckCondition method that determines which output is followed when the Action is run.
The sprite child really should be at (0,0,0) unless you have a really unique reason for otherwise.
The correct way to change a sprite's position relative to the character's root is to change the Pivot position in the sprite's Inspector.
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No - they use different rendering methods. AC uses OnGUI, which is the last thing Unity draws on-screen.
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Only if you want the one that's currently Unity UI to appear above the one that's currently AC. All of the default menus, how…
@Deckard_89 - see this test integration script written by Opsive:
http://pasteall.org/1447499/csharp
It adds AC movement as an Ability - how does that fare?
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To be clear, I'm not suggesting a hack. Creating a subclass would mean you'd use your own variant of the Dialogue: Play speech Action, not something that'd be overwritten upon updating.
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The Play in background? option in the Dialogue: Play speech Action refers to the background of the ActionList itself, not the state of the game. It just means that it'll continue on with the ActionList once it's hit the speech Action for on…
Please do not create a new thread for the same issue we have already discussed.
In your last thread, over a year ago, I offered to recieve a package that demonstrates the issue so that I can see what the problem is. If you can provide one, followi…
My mistake - you need to pass the slot, not the saveID.
Replace:
AC.SaveSystem.GetSaveSlotScreenshot(0, _slot, true);
with:
AC.SaveSystem.GetSaveSlotScreenshot(_slot, 0, false);
@zebbi's original feature request can be implemented by creating a subclass of ActionSpeech, and adding in the checkbox. I'm not personally convinced of the widespread need for this for an official adaptation.