Hi to all,
congratulations for AC, very usefull plugin.
In these weeks I used it to make a personal 2d project (Version 1.50g and Unity5.3.1f1 Personal, Context Sensitive), but I met some problems. I tried to solve them with the help of the forum, but I still have some difficulties.
1. I created the player and applied the "Follow Sorting Map" Component (with "Follow default Sorting Map" on). I have 3 rooms and I made 3 sorting maps (each for every room). For each scene (in Game Editor) I applied the different Default Sorting Map . The problem is that it seem to use the same sorting map for all the 3 rooms: when I add area and modify position and scale in a particular room, these changes have effects also in the other rooms so I can't differentiate the sorting maps.
2. I made some dialogues and look interactions (on different objects). This time the problem is that the text don't disappear. For example I look at a clock and player tells "Oh, my old clock", but the text remain in scene, and also if I change room, the text remains. With dialogues is all ok, but the last dialogue line remains visible forever.
3. On the first scene I made some object's animation: for example a closet door; I set a variables (boolean) and when I use these door, check the variable: if it's true I play a "ClosedClosetDoor" animation, if it's false I play "OpenedClosetDoor" animation, so I can open/close the closet. My issue is when I go out from the room and re-enter: if I leave the door opened, when I re-enter in the room I find it closed (original state) and I' can't tell AC to store this status.
4. Highlight object: I'd like that, when I pass with the mouse on a active hotspot, this becames bright. I try to add a Hilight Component to this 2d geometry and then, on the relative hotspot, drag this object to the slot "Object to highlight", but nothing happens.
5. I made a cutscene on start (an intro for the game): this intro has a video and a audio. I can start it without problem (video and audio). Then I add a music as background, with constant ID component e "Play across scenes" on, but in this case the new music background starts with the initial cutscenes and I hear the two audios. Is there a way to start the cutscene, and, when it finishes, start the musci background? For the starting cutscene, I set a Global Variable (boolean) so when the player goes out of the scene and re-enter the cutscene doesn't start again, and the with the action Engine/play movie clip I play the cutscene, but I can't see an option to wait the end of the cutscene.
Thanks and sorry if my post is too long.
Comments
2. Are you using Unity UI for your Subtitles Menu, and do you have Duplicate for multiple lines? checked in the Menu's properties? Do all speech lines exhibit this problem, or only ones from e.g. a particular character?
3. Make a new Cutscene called e.g. CorrectAnimation and use it to shut/open the door in one frame according to the variable's value. Then link this Cutscene from both your scene's OnStart and OnLoad cutscenes, so that it's run whenever the scene begins. Alternatively, you could write a custom Remember script that records e.g. a Mecanim parameter for you, but that's a complicated route.
4. The Highlight script will affect the material's "Color" property, which is not available for the Default Sprite shader. You may have luck with the Sprite Diffuse shader instead - otherwise you'll have to disable Brighten materials? and write a custom script that manipulates the material in a way that suits your shader - the Highlight script's GetHighlightIntensity function can be read to get the intended brightess.
5. If you are playing the movie full-screen, then it should wait until it's finished playing. What are the options you've set on the Engine: Play movie clip Action?
2) sounds like you need to go to a conversation, and click the conversation editor button, make sure the conversation stops at the end of a conversation.
5) I have done videos different, I have a seperate scene that basically plays the video, and then goes to the other scene.
2. Your Subtitle Menu's Appear type setting is set to Manual - it should be on When Speech Plays. Did you change it to this by accident, or was it like this always - and if so, which version of Unity are you using?
3. If you use the After running property of an Action to run a new Cutscene, then the original ActionList you call it from will end. However, you can also run multiple ActionLists at once (or better for your case: temporarily wait while another one runs) by using the ActionList: Run Action. You can also have multiple chains of Actions run at once by using the ActionList: Run in parallel Action.
I alway make sure those 2 are set