Oh man, it's stored on Windows as a reg key. So that makes it even more difficult. Hm, well if this isn't the optimum way, I'm assuming that Unity has a way to store this kind of data outside of AC as well as create custom files to read off of and w…
Here's one of my subtitle menu preferences:ScreenshotI decided to check "duplicate for each line" like you said. That fixed the color problem, but the menu still transitions between each line rather than stay up while there's always subtit…
Cool, managed to get something working this way. On the same note, where are PlayerPrefs stored by your game? I know save files are stored under "LocalLow/CompanyName/GameName," but I want to know if it's possible to modify a PlayerPrefs-r…
Just a normal subtitle menu, no real mechanical changes to it. The only "delay" between speech calls is the player input as I set for them to display forever until the player skips them.
Okay, so I think I figured it out, but I'm not sure how. I kept reading tons of threads and tutorials and managed to solve this problem with the whole save slot parameter thing. Thing is, why is this step necessary when there's already settings for …
I also get this error below the previously mentioned statement:ArgumentOutOfRangeException: Argument is out of range.Parameter name: indexSystem.Collections.Generic.List`1[AC.SaveFile].get_Item (Int32 index) (at /Users/builduser/buildslave/mono/buil…
Well that fixed the script, but now there's a bug where the ActionList runs not when the full piece of dialogue scrolls, but at the first wait token. It's like it thinks that counts as a completed scroll.
I have a similar problem. When my scene starts, I have the opening cutscene's ActionList play a sound file of narration, but the player can still walk around. If you pause the sound obviously stops. However, if you resume, the sound does not continu…
I'm not sure I understand how to get this script to run. I've created an ActionList asset titled "myActionList" and I've placed the script onto an empty game object, but it's not working.
Just updated to the newest version and I still get this problem. No idea if it has to do with my menu configuration. I omitted the AC Resources folder in the update to preserve my settings.
Funny enough, I tested a new project with the demo to see i…
Just tested the scene with an audio source playing a looping sound. The game is mute on starting the test, and once I pause and un-pause the menu, the loop actually begins. It's as if all sound is just not set to run until the menu is un-paused, and…
I don't have UFPS, but I can see how that would be useful. What I did find however, is that I can lower the input axes sensitivity for more accuracy and raise the freelook sensitivity for wider turning control. Still don't know what causes the littl…
I'll give it a shot, but the thing that worries me is last time I re-imported AC into a project, it reset all of the settings in the AC game editor. I remember it resetting my menu configurations was a significant change.
EDIT: Re-imported fixed the…
Both the player prefab and the player start are set as their appropriate defaults in the scene and setting managers. The player prefab does appear in the editor when the test is run, but I am not in control of it. Rather I am viewing through the Mai…