Unity's own plans for TMPro are still uncertain - IIRC the plan is to ultimately replace/integrate it seamlessly into Unity, without the need for a separate plugin. When that happens, AC will similarly support it seamlessly.
The color can similarly…
Is the character's animation all being done with FinalIK?
You'd have to ask that asset's developer to be sure, but I suspect FinalIK does its thing in LateUpdate - so that it occurs on top of any regular animation the character has.
The MainCamera a…
In addition: To determine what's going on with the game state, attach this to your PersistentEngine prefab:http://pasteall.org/1248833/csharp
That will show a Console line whenever the GameState changes, as well as a stacktrace to reveal the cause.…
Check Duplicate for each line? on both Menus to stop them cutting off each other.
Neither of your menus are configured to display blocking speech spoken by your NPC - "Subtitles NPC" is for background only. Instead, try leaving out the &q…
Recreated the "cutting off" issue - will look further into it.
Regarding the loop occuring at the same time as talking to the Player - that's up to your own game logic to prevent. Pause the background loop with ActionList: Pause or resume…
Then again: please provide more detail about the Menu, including its properties and details about how/when exactly you're turning it on.
The more information you can give to help me reproduce the issue, the more likely I can address it.
You made no mention of needing to animate the cursor as well. If you need to transfer animation data, you can do that through script at the same time by transferring it's numFrames / numRows variables - and reset the animation with:
AC.KickStarter.…
Any ActionList can be killed through script - see the "Interaction scripting" chapter of the Manual.
Even if an assed-based ActionList is marked as DontDestroyOnLoad, it'll still be killed when a save game file is loaded - but otherwise it…
You'd want to be using Unity's VideoPlayer component to play the video, so I'd suggest this would come in the form of a separate asset that also deals with the VP component.
Yes - but you can automate this through a simple script that relies on the OnClickConversation custom event.
All Actions are just running code that you can also run from a separate script. Try pasting the following into a C# script named "End…
When you switch to a Player for the first time in a new scene, that scene will run its OnStart cutscene. When you switch to a previously-used Player (and are reloading that Player's data) it'll run the OnLoad cutscene instead.
If the issue is what …
All aspects of the UI can be configured within the Menu Manager. If you want to have a different Subtitles menu show for the "question", you can do it by creating a second Subtitles menu that is styled the way you want it (let's call it Q…
Assign a different cursor as your cutscene cursor - we need to be able to tell the difference. Does this different cursor show when the loading menu is turned on?
Place Debug statements in your OnMenuTurnOn and OnMenuTurnOff events - are they kicki…
You give no detail on what exactly the problem is - i.e. what data is loading incorrectly. It is also not clear on how you are calling "part 2/3 cutscenes" within your OnStart.
The Autosave after? option should be used on the Cutscene tha…
For something so complex, I'd personally prefer to rely on a dedicated script to handle that.
On a technical level, an ActionList asset can feasibly be made to survive scene changes simply by marking it's associated RuntimeActionList as DontDestroyO…
Is the variable's value actually being set correctly? You can see it's realtime value in the Variables Manager when the game is running.
The Object: Teleport Action would be the better of the two Action types you've shown to re-apply it back to the…