Welcome to the community, @Ecolo.
Free-aiming is only possible when in first-person mode, so if you switch Movement method then the camera won't allow for it.
You can, however, incorporate a custom "first person" camera script by attachi…
Make sure that this menu is listed above your Hotspot menu in the Menu Manager. The order that they are listed in determines their processing order, which means the Hotspot is able to "react" to the cursor being over the LetterBurton menu…
Well, it's not in there now - but I agree that it would be useful for people to have that choice.
I can implement such a system, but I will need to know what your requirements are regarding the parameters you'd need an overriding function to receiv…
Welcome to the community, @Erwan.
A parameter's ID number is shown to the left of it's label when defined in the ActionList properties.
If you're going to the trouble of running a parameterised ActionList asset through code, then it's probably bes…
Welcome to the community, @Excadrix.
In general, the menu system is indeed the best way to go about this. By placing the "Five hours later" in a Menu Label element, you can have it included in translations should you have them.
If you w…
The opposite, actually - the script has functions that need to be run, but the event system is a way of running them via a UI:
https://docs.unity3d.com/560/Documentation/Manual/UnityEvents.html
Once you check Call custom events? in the Highlight I…
Sorry, I don't have any problem with it. Please try loading the 3D Demo game and running a new Cutscene that plays that text - does it still have issue?
Re: Action extension
There's a lot of such cases where certain Action features would be useful put together, but this is a good reason why ActionList parameters are so useful.
Make a new ActionList asset, with both Character: Move to point and Cha…
Can you remember roughly how far back you updated from? There will be a lot of "Upgrade notes" to go through in the Changelog.
You'll have to post some images showing your Player and your Sorting Map, as there's not much to go on at the …
Welcome to the community, @REPORTER.
Is this character supposed to be the player? If so, have they been configured to be an "AC" player, i.e. by running the model through the Charater Wizard? Please see the "Creating characters&quo…
The wiki script posted above is a workaround for the fact that such an option is not available. It doesn't need to go into any existing AC script - you can just paste it into a fresh C# script file and begin using it, no need to know how it works.
Again, please let me know if you're using the default Hotspot menu, and the result of assigning a Background texture to it.
Which AC version are you now using?
Is the game paused when the menu is open, and have its properties changes since you las…
You don't need to assign your PlayerStarts as relative markers when switching scene - you just need to configure their Inspectors so that they are each associated with their own "previous scene".
A video example of this workflow can be fo…
Please see the "Saving and loading overview" chapter of the Manual for a full rundown of how you can set up your game to save objects states automatically.
That shouldn't happen - AC checks for opening tags and adds closing ones dynamically.
What are your AC and Unity versions, and are you displaying speech in an AC or Unity UI-based Menu? Please also share an exact copy of a sample text you're attem…
My feeling is that there's really no end to the number of options one could introduce here, so it's best left to custom option data to handle. Even for non-programmers, it's quite a simple process and is walked through here.
To adapt the tutorial …
OK. Under your Movement settings, set your Movement method to Direct, and check both of the cursor toggles. Then under Hotspot settings, set Hotspots in vicinity to Nearest Only.
If you're using a custom motion controller, you may need to use the…