Not on my end - and with all the issues we've covered in this thread I'm going to need you to elaborate. Please share some screenshots of what's going on.
Version 1.65.1
* Added: Tooltips to all Manager fields (Unity 2017 or later)
* Added: The value fields in the "ActionList: Check parameter" Action can now themselves be set by parameters
* Added: Text fields in the "Menu: Change state…
Scene: Add or removeIs the scene you're adding an "AC" one, ie one with a GameEngine present? Do any relevent messages appear in the Console at this time?
This feature only works with "AC" scenes, but simply dropping the GameEng…
1. IIRC Anima2D includes a script that can combine multiple sprites into one at runtime - have you tried that?
2. The FollowTintMap component works by tinting the color field of a SpriteRenderer. The wiki script's Update function could similarly be…
3. If you want to use a mouse, you need to have your Input method set to Mouse And Keyboard.
Inputs taken from a controller should still work in this mode, but you can optionally change the input method on the fly when a pausing menu turns on if on …
2. You can use the Engine: Manage systems Action to disable the Camera system, which will prevent updates being made to the Third Person camera (I'm assuming you're referring to AC's provided GameCameraThirdPerson here).
Alternatively, you can indee…
Welcome to the community, @Disthron.
By "scene load command", are you referring to AC's provided Scene: Add or remove Action, or Unity's provided scripting methods? If the latter, you would similarly need to rely on scripting to remove th…
The second script I just posted should do that automatically, since it takes the texture passed to the OnSetHardwareCursor custom event.
However, the currently-selected item's texture can also be read with:
AC.KickStarter.runtimeInventory.SelectedIt…
When you reach the end of the journal, you try to shift right by 2 - but there's only one page left, so it shifts by the maximum amount it can, which is 1. The same happens again when you shift back, once this has occured going forwards.
This is no…
To prevent duplication issues in the Speech Manager, copying Actions does not transfer a recorded ID value.
As the release notes always state, you should backup your project before an upgrade - but you can PM me in private for a link to the previou…
For the specific case of clicking on Hotspots, it's probably better to rely on the OnHotspotInteract custom event, which you can hook into to run code whenever the player initiates a Hotspot interaction:
http://pasteall.org/1321291/csharp
However,…
To animate a cursor when over a Hotspot, check Animate? beneath the cursor texture. Define the number of frames, etc, and make sure the texture itself has Read/Write enabled, and consists of your animated frames in a row.
I'll remedy the Hotspot issue in v1.65.1.
Is that solved for just the error message, or the speech not playing as well?
If the Speech issue is still ongoing, we can do more debugging to find out why the "Turn off subtitles" message isn't …
Thank you - this'll be an issue related to Documents. I'll fix it for v1.65.1, but it should also go away if you removed any Documents you have (assuming you have no need for them now).
I still can't recreate the page-flipping issue, however. When…
The "Linked Text" field reverts back to "None" because you assign a local instance of the prefab which gets removed - but not before the ID is recorded. You can safely ignore this behaviour.
v1.65 made changes to the way game te…
See the Manual's "Supported third-party assets" chapter. Enabling TextMesh Pro support is a matter of entering "TextMeshProIsPresent" into your project's Scripting Define Symbols box.
Welcome to the community, @stowersd.
What you're seeing isn't the cursor - but the icons displayed in the Interaction menu, which is how the player picks the interaction type after clicking a Hotspot.
I believe I've managed to recreate this issue, b…