OK. In the next release, setting the delay value to zero mid-wait will do the trick - so your script should then work as intended.
However, since the field in the Settings Manager is capped at 1s due to being a slider, it'll reset to that value if …
In which AC/Unity versions are you now using?
Please answer my previous question - the option has since been named Show 'AC Status' box - enable it to see if the ActionList that is calling it is still running or not.
Please also answer @klarax's - …
Welcome to the community, @zinvolspel.
No scripts should be necessary, but that's still an option if you prefer.
To clarify: "AC" menus are still able to handle direct-navigation, but Unity UI has more flexibility in general. Each of the…
Checking the Object: Animate Action's Wait until finish? Action will cause it to linger until the custom animation is played. Otherwise, you can do it with script:
bool isFinishedCurrentAnimation = AC.KickStarter.player.GetAnimator ().GetCurrentAni…
Try checking Duplicate for each line? in the Menu's properties box - it'll create a new instance of the UI for each line, so there won't be any previously-used text to show.
You will need to re-import AC in full from the Asset Store. The error suggests you have no AmbienceEngine prefab in your AdventureCreator/Resources folder - is this the case?
As the Manual states, the SaveableData/Audio file excludes speech audio.
When auto-retrieving speech audio files (in Resources/Speech), the operation is done by exact filename, which is not intensive like the other case above.
If you want to remove …
What do you mean, exactly? Is this now resolved? If not, please post AC/Unity version numbers as well as relevant screenshots of both the problem and the Inspectors involved.
Please be sure to post Unity and AC version numbers when making new threads.
It's not something I can recreate in the 3D Demo - a new Cutscene that calls the Player to run to a given Marker works just fine. What's your Movement method, and is the A…
The Remember Visibility is only for dealing with the enabled state of a sprite or mesh - not for whether its in view of the current camera or not.
This would best be done with a custom script that reads if the object's renderer is in view of the ca…
Don't change the useAsyncLoading property - it'll mess things up.
I'll look into adding some kind of "SkipPostLoading" method to AC in the next update.
Welcome to the community, @HenryChinaski. I apologise for your trouble.
Certainly this shouldn't happen "at random" - something must've triggered this, but without knowing any details about the circumstance I can only speculate.
The only…
The Settings Manager's Delay before and after (s) field can be modified at game-time - right-click its label to copy an API reference to it.
What you could try is setting it to a very high value when the loading screen is showing, and then set it to…
So, where's the Speech menu placement child at this time? Is it in the correct place (and the Menu is not), or is it in the wrong place and the Menu is technically correct?
The Player: Constrain Action can be used to enforce running at all times.
There's no option to have double-clicking initiate a walk, but it could likely be done through script that detects double-clicking and makes the same change that the above Act…