For user input made to the AC speech line to affect the STM line, you'd have to update the connection every frame.
I didn't write the integration script, but it looks like it's caching it and only updating the connection once, with the check:
if (sp…
Place a "SimpleCamera" prefab type on your UFPS Player as a child beside the UFPS camera in the Hierarchy - so that it has the same position/rotation but is a separate camera.
Then switch to that camera instantly before transitioning to th…
The AC cursor gets reset upon clicking (and possibly hidden depending on other options if a Cutscene then occurs), so you'd have to take the same approach as the other thread - i.e. playing an animation through Unity UI at the same mouse position.
T…
Welcome to the community, @Nirag.
A Player is not technically necessary for an AC game to function. The 2D tutorial is indeed recommended as the starting point for all AC newcomers (especially those new to Unity), but you can skip over anything tha…
And the full changelog..
Version 1.65.0:
Upgrade notes
* Sunsetting support for Unity 5.3.4 - the new minimum Unity version is Unity 5.6.6
* From Unity 2018.2, the 2.5D GameCamera no longer exposes "Offset" values, as the Physical Camera…
I understand now - thank you.
I don't feel there's a need for this to be incorporated into AC, however. Custom cameras, as described in the Manual's "Custom cameras" chapter, can be made use of by attaching the "Basic camera" co…
I wasn't saying remove the Image component from the Canvas prefab - but to disconnect it from the Menu Manager (so that AC has no control over it) so that you can manipulate the Image component through script.
Replace the ResetVisibleElements line w…
Let's see some images of the Menu's entry in the Menu Manager, as well as the Canvas itself when placed in the scene. You will need to ensure that the RectTransform boundary covers it's "clickable area" to prevent taps on it going through…
That thread was posted before the introduction of the new save system.
Post v1.59, this is just a matter of iterating through the maximum number of saves you have and calling:
AC.SaveSystem.DeleteSave (saveID);
Where "saveID" is the save s…
What do you mean by "registration of the buttons"?
It's easiest to do this with two separate Inventory menus - one with 4 slots, the other with 8. Keep one locked to prevent it from showing, and then use the Menu: Change state Action to u…
By the default interface, I'm referring to the standard set of Menus that the New Game Wizard assigns you, if you opt to make use of them. The Pause, Hotspot, Interaction menus etc - see the Manual's "The default interface" chapter.
Again…
It's not clear if 98% of your animation is able to play given the size of your transition - you can see by the image that it's kind of on the wire whether it'll play that much before moving onto the Blend Tree. You could try upping the start time f…
Could be - try it. The intended behaviour you're describing is exactly how it behaves for me.
I'm also assuming that by "right-click" you're referring to the DefaultInteraction input, which you've just mapped to RMB.
What do you mean, exactly? Let's see some screenshots to illustrate.
You can of course create your own camera prefab, even if it's a derivative of one of the default AC camera types.