Welcome to the community, @DevJeeth.
Are you referring to the size of the icons? The size of the ring looks the same to me.
Be aware that the icons are actually set to animate (scale up in size) when the mouse hovers over them. Are they enlargin…
See the Manual's "Remapping inputs" chapter. You can override AC's InputGetButtonDown function to have it return true when the "SkipSpeech" is held down, not just pressed (i.e. first frame).
Something like:
using UnityEngine;u…
This will be possible in a basic sense, i.e. one shake intensity value per clip. However, you can blend into another clip of the same camera with zero intensity to fade the effect out.
You're assigning the prefab asset file, and not an instance in the scene? Make sure that the Constant ID component has Retain in prefab? checked, and that the ID number is the same for both the prefab and the scene instance.
A Sprite lives on an Image component, which itself can be part of a Button. Please refer to Unity's own documentation for this - this is not an AC issue.
(Quote)
It's never simple, but regardless I will consider it.
(Quote)
Here's a selection:
* https://assetstore.unity.com/packages/tools/camera/ez-camera-shake-33148
* https://gist.github.com/ftvs/5822103
* http://wiki.unity3d.com/index.php/Camera_…
(Quote)
If that's all you need, you can animate the camera's position when the player presses an Active Input.
For something more involved, however, try this:
http://pasteall.org/1447134/csharp
(Quote)
Do you have Order save lists by update time? checked in your Settings Manager?
(Quote)
What exactly do you mean by this? Unless you're overriding the save location, your save files will be stored in your PC's persistentDataPath, which is t…
Are you able to play the audio from the bottom of a file's Inspector? The process shouldn't have changed the extension. Try creating a new .wav file and replacing it for one of your regular ones - does that play correctly both in the Inspector and…
(Quote)
As intended. Due to the way Unity now handles prefabs in 2018.3 and beyond, it's not appropriate to retain links to the default AC prefabs when creating new objects.
(Quote)
Do you have this present in an ActionList asset I can test? Plea…
For the benefit of others with similar questions, please try to post unrelated questions in new threads.
The Character: Move along path Action can have its Method set to Stop moving.
* Nice suggestion - I'll consider it.
* Kludgy though it may be, adding a dummy Hotspot is the way to go - even the Physics demo makes use of this trick!
GetSaveSlotScreenshot returns a texture - and you're trying to assign it into an Image variable.
Texture2D screenshotTexture = AC.SaveSystem.GetSaveSlotScreenshot(_element, _slot, true);Sprite screenshotSprite = UnityEngine.Sprite.Create (screensho…
When playing on a new computer, the options will default to the values you've set. Subtitles are on in the build because they're saved as such in your PlayerPrefs.
Click Reset options data to clear the cache, and set your option values back to how…
With Unity UI, you can create a full-screen black image and animate its display directly in Timeline - no need to rely on AC's Camera: Fade Action.
You can, however, uncheck Wait until finish? in the Engine: Control Timeline Action, and instead ins…