You can always write a custom Action if need be. But the Dialogue: Play speech Action will invoke the OnStartSpeech event - even if no UI is set up to display it.
I'm out of the office during weekends, but have them now.
I've replied to your PM but for the benefit of those with the same problem in the future: this was because the animation was not configured to loop in its import Inspector.
So the same "punk girl" character model, just a swapped-out walk animation? And an (otherwise unmodified) ClickToMove Animator Controller?
Without seeing any details of the asset itself I can't give much in the way of specific advice, but…
1) There is a cap on the free-aiming speed, but you've helped me discover a bug in that it is not properly exposed in the Settings Manager.
I'll address this in the next update, but you can work around it in the meantime by temporarily switching you…
Actually, overriding the Conversation on a per-menu level isn't the right approach at all. AC's Conversation and ActionList systems are heavily intertwined, so it'll only bring about other problems if you try to enforce things through code.
The bet…
1) The next update will allow Target direction factor to work with characters that have Turn root object in 3D space? unchecked.
2) While I see your point about the two sets being equivalent, I'm not sure this classifies a bug. Bear in mind that it…
Please use code-sharing websites such as pasteall.org instead of screenshots - it makes it much easier to debug.
The EnemyCount variable can't be syncronised to AC's Local Variable in its declaration. Remove it, and instead use something like this:…
Strangely enough I can't recreate the problem, but since you're checking for double-clicks in OnGUI it could be because regular AC input is detected in Update.
Try this instead:http://pasteall.org/992865/csharp
It uses Update (and AC's own double-cl…
* I assume what I'm up against here is some deeprooted, enforced behaviour of AC.
Indeed. The state of the ActionList from which it is run is not the determining factor - whenever a Conversation begins, AC enters a separate "DialogOptions&quo…
Only with respect to AC-controlled canvases. Indeed, the save system requires an object to be enabled in order to be detected - but an issue with Unity UI unfortunately requires that UI canvases are disabled when turned off.
What you could do is in…
You're talking about a Unity UI-based Menu?
* the inventory slot-item-button remains highlighted until I click somewhere. How can I make the Inventory buttons to change to normal on mouse release?
This is a behaviour of Unity's built-in EventSyste…
There's not enough to go in to be able to advise. Please see the forum rules about the details necessary - including AC/Unity version numbers, and screenshots related to the issue.
Version 1.63.2:
* Added: Minor UI tweaks to the Conversation Inspector and Variables Manager
* Added: The "Variable: PopUp switch" Action now only lists PopUp variables to choose from
* Fixed: "Destination accuracy" value being u…
Welcome to the community, @11tomi12.
There's very little space available when an Action is collapsed, so the provided ActionSpeech class only displays the name of the speaking character.
The label that appears when collapsed is set in an Action's Se…
Generally speaking, if you can import a model into Unity and play it back with an Animator - without the need for any supplemental scripts - you can use it with AC.
If it relies on its own animation engine, then an integration script can be incorpor…
It's due to the Resources.LoadAll process - which'll increase in duration with the more assets you place in the Resources folder.
Again, refer to the "Performance and optimisation" chapter of the Manual - in particular #3, which explains h…
See this tutorial (as well as the Manual) for info on how to use custom events:
AC.EventManager.OnAfterChangeScene += SceneChanged;
KickStarter.ResetPlayer can reset the player - look inside ActionPlayerSwitch for an example on its usage.
Can't recreate - works fine for me. What is it exactly that happens? That none play, oe that it hangs after the first?
Test removing the other (music/SFX) sounds, as well as the disabled Remember Sound components.
Try also moving the sequence of …