Inside Menu.cs, find the function TurnOn (around line 1818). Under this:
if (IsOn ()){ return false;}
Paste the following:
Debug.Log ("Turn on menu: " + title);
Similarly, find the function TurnOff (around 1908). Under this:
if (…
To do it entirely through AC, you'd need to rely on a Local Boolean variable to keep track of whether or not the "I have to work now" message plays.
You could then precede your Actions with Variable: Check Action to have the player say &q…
See the Manual's "Integrating other gameplay" chapter. AC can be shut down completely through script:
AC.KickStarter.TurnOffAC ();
Individual systems can also be disabled with the Engine: Manage systems Action.
The basic principles of restricting movement etc is common to most controller integrations - see the wiki's integration for Unity's First Person controller, for example. The principles should be transferrable.
The FirstPersonCamera is treated like any other GameCamera - it's merely a reference for the MainCamera to use.
The GameObject must be enabled, and the Camera component will be automatically disabled - the MainCamera will copy it's values every fra…
It could be - but without more detail I won't be able to recreate it.
Please share screenshots showing everything involved - your ActionList for the NPC speaking, ActionList for the scene changing, Settings Manager, and Menu Manager for the Subtitl…
You can extract the track name with a given track ID with this function:
private string GetTrackName (int trackID){ foreach (MusicStorage musicStorage in KickStarter.settingsManager.musicStorages) { if (musicStorage.ID == trackID) …
Have you installed it in the correct way, as outlined in this tutorial? Is it listed in the Actions Manager?
Sometimes restarting Unity can resolve this.
Through (heavy) modification of the script, it's possible - but it's invasive and would be overwritten with an update.
The "Unity Object" parameter type can be used for Materials, however.
It should be, yes. However, with 2018.3 still in beta, AC does not have official support for its features. I would not recommend using AC with 2018.3 until both 2018.3 and v1.66 are released.
First of all, you can debug which Actions are actually running by toggling comments in your Actions and setting them to display at the bottom of the Settings Manager.
Assuming the Actions are running correctly, when you run the ActionList and the i…
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There'd be an easy way to check that - just remove all but one from the scene and test it out.
Use the Profiler to detect lag or frame-rate dips, and share some details on how you're actually invoking RunUseInteraction, too. There's also n…
Yeah, you could - my point about the XY was more that that the position would actually change when the perpsective does. If the character is on the left, they'd (presumably) need to be on the right if the camera "turns" 180.
Again, this …
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Yes - hence the inclusion of the "canRecalculate" flag in there as well. The OnCharacterEndPath event is used to set this to true again when they stop - so while the event will fire again, it shouldn't have an effect.
No problem. Actually I think I can hear it - it is extremely subtle, though it may vary with platform.
The pop when crossfading does, for me at least, seem to disappear when switching to Audio Mixer Groups. See the Manual's "Sounds" cha…