Me neither, if I'm honest. The way it gets converted to text in the .unity file is down to Unity, I'm afraid. After backing up, I'd recommend removing as little as possible and then more if need be.
Please see the note in the Manual chapter - the "Input button" field refers to the entry in Unity's Input Manager, not the keyboard key it's mapped to. You must define "w" in your Input Manager for it to register as an active in…
Interesting idea.
There is a separation between the display of dialogue options, and the ActionLists that clicking them result in, which could make it somewhat unreliable - but I shall have a think and see if it's possible.
To kill what, exactly? This doesn't seem related to the original post in this thread.
If you're hacking this in yourself, by all means share more details to me in a PM.
If you create a .unitypackage file of all your Managers, and menu-related assets (e.g. graphics, ActionLists), PM it to me with clear steps on how to access the menu to see the problem, I'll take a look.
Can you share screenshots to illustrate the problem? As it's a visual issue, I think it's necessary to understand what's going on exactly.
If the issue is that you need to reset/initialise your Menu(s) after a scene change, you can hook into the On…
Indeed - this should require use of the OnPlayMusic / OnStopMusic custom events.
I'll take a look if I have time, but the upcoming AC release has to take priority.
It would require custom scripting - unless your character's Motion control setting is set to Manual, AC will turn the character smoothly or instantly according to your given Turn speed, but not incrementally.
Custom motion contollers are covered in …
As in, the same way the 3D Demo changes label when selecting the prop sword?
In the Cursor Manager, set your When inventory selected field to Change Cursor And Hotspot Label.
You can define the "Use" and "on" syntax beneath glob…
Looping ActionLists to detect inputs isn't recommended. Instead, rely on "Active Inputs", which trigger ActionLists upon detection. For more, see the Manual chapter by the same name.
Welcome to the community, @disya75.
Can you share some illustrations to explain how you mean? I'm not totally sure on what it is you're asking.
A Document can be assigned a "global" texture, but you can't assign a texture to each individu…
If your Player is on the Default layer, then it's likely conflicting with its own "ground check", which you've set to also be on the Default layer. Try moving the Player onto a separate layer.
Only 2D colliders should be detectable in 2D games - changing your Hotspot colliders shouldn't be the answer.
What may be necessary instead is to change your script's Script Execution Order so that it calls before AC's StateHandler (from which all o…
A character's portrait, as shown in a Subtitles Menu when speaking, is separate from the character's animation engine. Sprites Unity Complex allows for expressions to be mapped to an integer parameter, but this affects the base character sprite - n…
Welcome to the community, @eldzmr.
Both ActionList and ActionListAssets can be run through script by calling their Interact() method. For more on this, see the Manual's "Interaction scripting" chapter.
To call a script from within an Acti…
The "Limit To Camera" field won't affect a Hotspot's visibility - if the Hotspot is attached to a mesh, it will still be visible with other cameras.
It should, however, affect interactivity - and I can't recreate any such issue.
Does the i…
To update the Speech Manager's internal record of stored scene names:
foreach (SpeechLine line in KickStarter.speechManager.lines){ if (line.scene == "aScene") line.scene = "2aScene"; if (line.scene == "bScene") line.…