The Scene: Check Action allows you to do this without scripting, but if you want to do it in C# you can read the UnityVersionHandler script's GetCurrentSceneName static method:
AC.UnityVersionHandler.GetCurrentSceneName ()
For some reason, it's no…
Do they appear as Blendshapes in the Skinned Mesh Renderer, as they would coming from any other tool? If so, it may be an issue with the model, as the Shapeable script is accessing Blendshapes through the Unity API.
An alternative method of animat…
It's fine - though this is more to do with Unity than AC.
Paste the code into a new C# script file named SelectivelyLockHotspotMenu.cs. Then add an empty GameObject to your scene, and attach the script to it by dragging it onto its Inspector.
The…
So old speech audio continues to play as usual, just not new lines? Is it limited to a specific character? It may be that the special character in the filename is causing an issue.
Please don't crop your manager images - what do the line entries …
If the player is moving during gameplay due to a custom motion controller, then it may be that same controller that's causing him to move during a cutscene.
Halt() will stop the character moving so far as AC controls it - so if he continues to move…
Did you try the script I wrote you? Place it in the scene and configure it by assigning each exit Hotspot in your scene into its Inspector - it works by locking/unlocking the Hotspot menu when mouse-overing, not clicking, a Hotspot.
Tricky. A Hotspot can have its own Interaction menu displayed via its ShowInteractionMenu method - see also the "Custom interaction systems" chapter of the Manual.
However, such menus are still intended to be open for one Hotspot at a ti…
Thanks, it may well have been my connection.
Without screenshots, however, of the relevant ActionLists and Animator states / transitions, I can't give much advice. I still can't rule out this being an issue with Unity.
Have you tried using Animat…
Welcome to the community, @Saturnine.
So this black bar graphic is essentially your restyled Hotspot menu? This can be done by hooking into the OnHotspotSelect custom event, which is called whenever you select a new Hotspot. You can use this to c…
It'll need some code, but it's very simple. See the front page of the Scripting Guide - you can read a global float variable with:
AC.GlobalVariables.GetFloatValue (2);
(Replace "2" with the ID number of the variable in question)
You ca…
The Variable: Popup switch Action can run different subsequent Actions based on a Popup variable's value. If you're looking for something else, please elaborate - it's possible a custom Action could provide it.
The WebGL app is taking forever to load - how large is it? A gif of the occurence will be enough.
Try pausing the game just before it occurs, and skip through one frame at a time until it occurs. What's the state of the sprite at that moment? Is…
As always, please let me know your AC version number.
Look for a line spoken by that player, FishermanPlayer, in the list of speech lines gathered at the bottom of the Speech Manager. What is his name according to the line's "Speaker" fi…
1. Yes - text tokens such as [wait] and [wait:2] can be inserted into speech text to pause indefinitely or for a set time. A full list of available tokens can be found in the Manual's "Text tokens" chapter.
2. Does the dialogue block gam…
* Am I missing some obvious settings?
There is a separation between the properties of a Conversation and the way in which it is displayed. To have your Conversation icons appear, you must select your Conversation menu in the Menu Manager and set t…
Darn it - yes, that's a stupid bug. Apologies - I shall remedy this shortly. In the meantime, it can be fixed within MenuInventoryBox.cs line 751:
Replace:
items.Count <= …
Version 1.62.1:
* Added: Parallax 2D components can now react to the cursor's position, as opposed to the camera's
* Added: Option to the NavMeshAgent Integration component to rely on the character's speed values, as opposed to the NavMeshAgent's
* …