So the issue is that it "consumes" #46 during the process, so that any new line assigning starts from #47?
I was clear on that. Again, a workaround could be to provide an option to allow the recycling of unused ID numbers (which was previ…
Looking further into this, I have to concur with @HarryOminous' suggestion of using the Object: Add or remove Action to spawn the NPC beforehand.
This Action will check the prefab's presence in the scene beforehand - meaning you can call it without …
Having looked into it, I'm afraid the behaviour is going to have to remain as-is.
Having the ActionList wait for another means it'd cause gameplay to be blocked for its duration, which would in turn prevent the Conversation choices from appearing. …
I'll consider the matching lines option working for non-speech lines, thanks for the suggestion.
As for the bug report: the additional scene loads are certainly necessary, because the operation can only run succesfully once all lines have been gathe…
Right, and at which point along all that do things stop working, and in what way?
If your "Load" menu is displaying a SavesList menu element, bear in mind that a SavesList element can only show saves for the active profile - meaning you'll…
Indeed - the NPC you replace the old Player with must already be present in the same scene. It can still be a prefab, just with an instance of it placed in the file and hidden far away.
I shall see if its viable to include an option to auto-spawn a…
Any error messages in the Console? In what AC/Unity versions?
Your screenshot isn't showing the transitions that cause your Jump animation to play. Check that Has Exit time? is not checked.
What you instead really need to check is whether or not t…
Recreated, thanks for the details.
This occurs because an ActionList technically ends/pauses when a Conversation is initiated, so the ActionList: Run Action considers itself complete and ActionList A continues on.
Having it work the way you intend w…
You're welcome! To be clear, the Engine: Mange system Action will display an additional Control in-game Menus option provided that your Movement method is set to Keyboard Or Controller.
Welcome to the community, @PurpleMoustache.
Certainly you shouldn't be facing such problems - and I don't believe the Hub should be a factor in it.
That you get errors about outdated APIs, with specific mentions to InteractiveCloth, suggests you've …
Does it occur if you uncheck Duplicate for each line? and/or Also show when paused?, and what do you mean by "changes to white"? Let's see a screenshot of how it appears in-game. Again, please also answer my previous question.
Any Manager field can be modified at runtime through script. To access that field's API reference, just right-click on the field's label and choose Copy script variable from the pop-up menu. In the case of the double-tap option, it's:
AC.KickStart…
"Not working" in what way? This is a complex topic, and there's many ways it could not work. You'll need to be much clearer in terms of what's going on, and what it is exactly you're doing (screenshots of basically everything, please), s…
I don't know what you're doing after getting the item, but you can also access items from the Inventory Manager itself - which retrieves the "global" list of items as opposed to just those carried by the player:
AC.KickStarter.inventoryMan…
It's proving tricky, but I'm still looking into it.
EDIT: Moving is certainly possible, but incorporating scale/rotation changes as well is what's difficult.
Transferring scene-based ActionLists between scenes directly can cause problems because they need to be able to "see" the objects they refer to at all times - unless Constant ID numbers are involved.
The workaround is to temporarily conver…
What are your AC/Unity version numbers?
1) You're specifically referring to the Pause menu? The default setting has its Appear type set to On Input Key, and the Input button it responds to is named "Menu". AC creates an input mapped to …
The official Unity 4 release has been sunset, but you should be able to recreate the necessary prefab yourself by comparing the one in your Unity 2017 project.
In your Unity 2017 project, you should see that there's a prefab named AmbienceEngine tha…
If I give my game the same settings as per your screenshots, but change the Conversation menu's Appear type to During Conversation (which it should be set to), all works as intended. Setting it to Manual causes issues.
I don't know your reason for …