Not all users would like this behaviour changed. I mean that I'll add this feature, but optionally - in the form of a new toggle in the Speech Manager.
You can prevent a Highlight turning on when a Hotspot is selected by commenting out line 718 of Hotspot.cs:
highlight.HighlightOn ();
I'll consider making this optional in a future update.
You can insert the [hold] tag into your speech text - see the "Text tokens" chapter of the Manual.
[hold] will cause subsequent Actions to run while leaving it on-screen. You can then use the Dialogue: Play speech Action to stop it when …
It can be done so long as your Menu relies on Unity UI (see this tutorial for converting an AC Menu).
Unity UI has a bunch of "Content Size Fitter" / "Layout Group" components that can be used to dynamically resize elements base…
Depending on your character's chosen animation engine, it may be possible to revert back to an idle animation after talking a set time, but it wouldn't be based on the length of the speech text.
Likely it'll have to be in the form of a new option. …
I'm not too clear on your first question. You do indeed change your movement method with the Engine: Manage systems Action, and changing the mesh's visiblity state at the same time would be right.
The only thing you need to be careful of is to use…
The title menu in the video only shows up for the briefest of times at the start, so there's not much to go on.
But yes - if you follow those two tutorials then you show have a separate "Title" menu that can access the same Options/Save/L…
So long as they're on the Sorting Map, the sorting should be automatic.
When two characters are in the same Sorting Map area, the Z position of one of them should be automatically changed ever so slightly so that it's not in the same plane as the o…
I'm not sure what you mean about "time limits" - do you mean the Flash hold time (s) slider on the Highlight component?
You can highlight all Hotspots in your scene by pressing the "FlashHotspots" button. That will cause them t…
I'd call that tutorial somewhat out of date, because I'd recommend using Unity UI for that now - this was all before Unity UI was available.
Still, a custom Action to read the current language can be found here. You can then use a Menu: Change sta…
In which versions of AC and Unity, please? Is the Inventory Menu AC or Unity UI-based?
So the Inventory is set to appear During Gameplay - what about the InGame Menu? And InGame shows correctly, just not Inventory?
There's not enough detail here…
Thanks for the steps.
In addition, once the canvas is deleted from the scene, the direct control remains non-functional.
As in, deleted outside of Play mode? I suspect that it's then related to the presence of the "EventSystem" object, w…
Welcome to the community, @紀哲力.
I'd be happy to guide you through the process, but I'm not clear on where you're having trouble. Creating a Title -screen menu (2) isn't a very long tutorial - if you can share some screenshots to show what progre…
Can't say - there must be some difference between them that caused one to work and the other to not.
If you have a moment to compare them carefully to see the difference (however seemingly minor) that is causing the problem, let me know and I'll lo…