So the Conversation menu is made up of icons, and when hovering over them the full text is revealed?
The Animate option allows you to define a mutli-frame image in the icon's texture field. The options that then appear beneath allow you to determi…
Should've mentioned - you need to put this on the root Canvas object, not where the Text component is. The "Dummy Text Box" field will then need to be assigned in the Inspector.
It wasn't a solution, just a means of confirming the problem.
The latest v1.62.6 update adds a new option in the "Touch-screen settings" panel to allow you to rely on "Custom Input" as opposed to the default drag behaviour. Set…
NoChange will do just that - leave it as Free.
It works for me fine, though. It may be to do with the Script Execution Order, which can vary from machine to machine unless specifically defined.
Try altering the script's execution order relative t…
Use an ActionList: Run in parallel Action before the Character: Animate, and give it 2 output sockets. The first animates the character looping, the second is an Engine: Wait Action of 10s. You can then make whatever changes you need to the charac…
The reverse-turning is a little unique, so I'd say this is best left to a custom script that remaps the inputs. It's pretty simple though - inputs can be overridden using delegates (see the "Remapping inputs" chapter of the Manual).
http…
'Resources/Speech//1412' is an incorrect filepath, since the character's name is missing from it - the double-slash indicates a name should be in between.
What's the correct syntax of other audio files? It should be more like 'Resources/Speech/Cha…
It's likely a Unity issue. What's his y position in his root Transform component? It's not clear if his whole object is hovering, or it's just the animation.
In the animation asset's Inspector (selecting the model it comes from), try playing with…
Version 1.62.6:
* Added: Ability to choose between drag-control and custom input when using Direct movement with Touch Screen input
* Added: The transition time fields for the "Camera: Crossfade" and "Camera: Fade" Actions can no…
* When you refer the movespeed negative, is that the float you are referring to? If so why does it stay at 0 when going backwards?
It shouldn't - does it do that for Tin Pot as well?
* Went backwards few steps, goes forward 1 step, same as with my…
* And in regards to your question about testing in a fresh build. I have tested that, and it gave the same result.
Sorry, but to be really clear: the result is that music is correctly loading for you, or that it's the same as with the tester (i.e. …
* Player goes back and when he lets go of back movement, the player moves 1-2 steps forward automatically, how can this be prevented so it comes to a complete halt? (Also its backwards movement speed is way too much, how t…
Welcome to the community, @BlackMaeStudios. Thank you for the details.
#1 may well indeed be down to a bug with Unity Remote - it's not known to be the most reliable tool.
So far as I can tell from your settings, it should work on your device. I…
Welcome to the community, @henrikes.
The following code will cause a GameObject to follow your cursor in 2D space:
http://pasteall.org/944549/csharp
Paste it into a C# script named FollowCursor.cs, and add it to a GameObject in your scene (you may…
If the shot of your Controller is the Base layer, then you will need to set your Character: Animate Action's Mecanim layer field to the default value of 0.
1) Any animation you want AC to play will need to be present in the NPC's Animator Controlle…
How are your voice files linked to entries in the Speech Manager? Automatically by naming convention, or by manually assigning audio fields? Any messages in the Console?
* It's not costly to change that var on Update? Is not there any OnChange event or something similar?
Yes, indeed. If you update your Integer variable with either the Variable: Set Action, or by updating it through script, i.e.:
GVar myIntVar = G…