The re-positioning you mentioned is actually a bug, that will be fixed in the upcoming update.
It's not the planned use of it, so it's hard to say if it'll cause problems - but if it works, it works I suppose.
The amount by which such components are…
The Engine: Play movie clip Action includes a Prepare only? option, which will preload the video so that it can be played faster later on with a separate Action call.
If you want to skip to a certain part of a video, I believe that can be done by se…
* However, if I have an expression tag set for the first line of dialogue in this exchange, but none set for the second, it will not reset the portrait back to default on that second line:
As expected - that's the effect of unchecking Reset charact…
Fortunately, that's a lot easier. If your DialogList element is rendered with Adventure Creator, then you can adjust the Text colour (highlighted) field directly in the Menu Manager.
If it's rendered with Unity UI, then the equivalent is to adjust …
Welcome to the community, @VP_3.
If you're relying on a Cinemachine camera and attaching it to an AC Camera, make sure you attach it to either the SimpleCamera prefab type, or the "Basic camera" component.
If you attach it to a GameCamera…
The "On variable change" Action only runs if you use the Variable: Set Action to modify it.
If you're using custom code to change it, you can run the necessary scene-based ActionList or ActionList Asset by invoking its Interact() method:
A…
Welcome to the community, @edmonddd.
If you define a separate Cursor (optional) texture for an item in it's properties box, then that will be used for it's cursor graphic - and can be animated. You'll have to make sure that the texture asset has Re…
Well, that's really strange - the code you're referencing, in v1.62.6, should only occur if that option is checked.
About the logic objects: when creating objects in the Game Editor (Scene Manager), they should already be prefabs to begin with - lin…
I'm not sure I follow, actually. Could you elaborate on how this would benefit things?
I think what you're asking is for the character to "snap" at the exit point during the scene transition - which can be done manually with an Object: Te…
The FollowSortingMap component is indeed meant for characters, rather than stationary objects - and it's position is changed according to its parent position when accounting for other objects in the same "Sorting Area".
When used as intend…
Thanks for the info - I'll attempt a recreation. Though I still can't predict what the cause was, I apologise if AC was to blame here.
To be clear: the data loss was for Triggers and Hotspots that were not instances of prefabs? …
* if a dialogue event plays where my character ends on a thinking portrait, and there is no [expression:Name] tag set for the next interaction, the character will begin with a thinking portrait instead of the default portrait.
What do you mean by '…
Having the player move to a point at the same time your translate him with a Moveable component is going to mess things up.
If you want to temporarily disable the effects of gravity on the player, you can use the Player: Constrain Action before and …
Do you mean you were doing this at runtime via the Scene: Add or remove Action, or dragging the scene file into the Hierarchy manually? Please be really clear with the steps involved so that I can attempt a recreation.
The errors suggest that you …
Welcome to the community, @fdslk.
The expression system indeed assumes that there's only one Shapeable component in the character's Hierarchy, and generally it's best to rely on one character mesh if you can.
However, if the Blendshapes in your face…
Welcome to the community, @s_c.
The conditions under which saving is possible are listed in the Manual's "Saving and loading overview" chapter - but chief among them is that it's during regular gameplay.
Loading is possible at any time, bu…