You can only have one of each, except during a crossfade command. If you want multiple music / ambient tracks to play simultaneously, you'll have to rely on separate Sound objects.
Music / Ambient sounds will also survive scene changes unless you …
Could you post a screenshot of the Actions? It sounds like a StackOverflow Exception, which is a common crash cause if a continuous loop is made without exit - whether it be in AC or just regular programming.
You can try just animating a single ca…
1. The "Relative Marker" feature will offset the player's starting point relative to their vector from the given marker before the scene switch occurs. This is only really useful if you want the player switches scene via a wide doorway, a…
Apologies - the Manual is incorrect. The Default Sound is used to play speech-scrolling audio, not narration audio.
I'll look into making this more convient, likely by adding a "Narration override Sound" field to the Dialog component.
If they do indeed load correctly in the build, then the data must be saved - and the problem is that in some cases it's somehow not being succesfully de-serialized.
There's a possibility that if your game in the Editor has been updated sin…
The volume is controlled via Options data, so it's set by your SFX volume setting afterwards.
You want to instead change the relative volume setting, which allows for the sound to be a factor of the SFX volume:
soundScript.ChangeRelativeVolume (se…
If you're using Point And Click movement - yes, disabling Movement in Engine: Manage systems will make the Movement option in Player: Constrain redundant.
However, both will be included in save data automatically - so unless you w…
The default camera is associated with the Default PlayerStart. Even if you don't rely on it, you must define a Default PlayerStart for the Default Camera field to appear.
The save file suggests that no music data was saved. While it's possible differing machines/projects resulted in data loss when reading, a lack of saved data would cause the experienced behaviour since music playback is reset upon loading regardles…
All try, try this:
Input method: Touch Screen
Interaction method: Context Sensitive
Hotspot detection method: Custom Script
Then paste the following into a C# script named "AutoSelectCentreHotspot.cs", and attach it to a new GameObject i…
Sorry, I didn't connect that you were using Touch Screen input. The option is not available for that input mode.
It may be that a custom script is necessary after all - I'll look into it.
* Which menu is launched to display a single line of dialogue? Because Conversation has a separate action, and has multiple options.
The 'Subtitles' is used to display subtitles. If it's not listed in your Menu Manager, you can copy it from the D…
You can add animation events to the animation - see Unity's documentation.
An event could either call an AudioSource component's Play method (to play the audio directly), or an AC Sound component's Play method (to play it using AC's SFX volume cont…