@bulka_tarta: Yours sounds like a scripting issue - do you have any custom scripts or other script assets in your Project? A script compilation issue would cause the top bar to disappear. Check the Console window for error messages - what is liste…
Are the ActionLists assets or scene-based?
If scene-based, you could simply read the parameters of ActionList1 and transfer them to ActionList2 - but with assets you have to be careful to read the "instance" of ActionList1 and not the ass…
Yes - boolean local variables would be ideal for this.
A local variable only exists in the scene in which it's made, which keeps things tidy. A boolean named "Has talked to NPC" could be set to False by default, set to True with the Vari…
You should be able to achieve this by pasting the following into the MenuGraphic.cs script:
public override void OnMenuTurnOn (Menu menu){ PreDisplay (0, Options.GetLanguage (), false); if (localTexture != null) { MovieTexture movie…
Sorry for the trouble. What are your AC and Unity versions?
It may be that the use of a virtual server causes a problem with the auto-create feature - if it was working before the port.
The code to do the auto-creation is in the CustomAssetUtilit…
This is due to the way the Override options? option in the Dialogue: Start Conversation Action works, in that it causes the ActionList to stop and re-start from that point rather than pause.
When you use the ActionList: Set parameter Action to modi…
OK - all looks fine. I'll need to see it for myself to see what's up.
If you can create a .unitypackage file of the scene and any ActionList asset necessary to reproduce the issue (AC itself and graphical assets can be left out), PM it to me and I…
Though the larger Hotspot shouldn't be an issue, try disabling it and other objects in the scene - we may find that something is blocking the raycast after all. Does the bucket's mesh have a separate collider on the Default layer?
Let's see a scre…
Thanks for the clear explanation of the issue.
No, everything looks fine - at least so far as you've described. It's not clear what the issue is, and I suspect it won't be so until I've seen it for myself.
If you can create a .unitypackage file o…
What are your AC and Unity version numbers?
* Which animations specifically have this issue? Just the mouse cursor? This may be an issue with your cursor texture - please post screenshots of your Cursor Manager, the texture's import Inspector, as…
Welcome to the community, @DragoonHP.
You can currently assign a MovieTexture as a character's portrait graphic, but it will not play back automatically. I will implement this in v1.66.1 - thank you for the suggestion.
Welcome to the community, @TheaB.
Is this a 2D or 3D game, and what are your AC and Unity version numbers? When you say its not interactable, do you mean that the Hotspot label appears but you can't use it, or that even the label does not appear?
…
I explained above how to do just that. You can also override the mouse position yourself, through code, by hooking into the InputMousePositionDelegate function - see the Manual's "Remapping inputs" chapter.
Your specific issue with the code isn't related to AC - you're still referring to the prefab, not the spawned character. You'd want something like:
GameObject spawnedObject = Instantiate(petitioner, queueOffScreen, rotation); // spawns off screenC…
Touch-screen input relies on Unity's Input.GetTouch() API, so it's really a case of one-or-the-other. You can, however, change AC's Input method dynamically at runtime, e.g. by detecting the presence of a touch:
void Update (){ bool useTouchInput…
All input is based on Unity's Input Manager, so I don't see why not - what's your Input method set to?
An object can be "grabbed" when the InteractionA input is held down - that can be a mouse click or a controller button.
The drag vecto…
To be clear: a Conversation can still be spawned into the scene at runtime, I just meant that you can't run a Conversation directly from it's asset file. It will need to be in the scene, however, for saving to work.
With the instantiated character…
A tutorial on custom options can be found here.
Before you attempted to make it an option, however, you would need to determine how you can change it yourself in the Editor. If your Input method is set to Mouse And Keyboard, then the cursor positi…
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By default, AC saves WebGL save files to Unity's Application.persistentDataPath - you can learn more about what this entails from this thread.
You can override this to PlayerPrefs with:
SaveSystem.SaveFileHandler = SaveFileHandler_PlayerPr…
I'd have thought this could all be done within the Animator system - IIRC you can animate blendshapes as part of an AnimationClip asset.
To answer your question, though:
if (KickStarter.stateHandler.gameState == GameState.Paused) {}