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Skipping subtitles only

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  • Apologies Chris,
    https://drive.google.com/file/d/1nelVgYi-TapaQy6A3pGIcfHRkq2keVme/view?usp=sharing
    Hopefully it works this time.
    I replaced
    return Input.GetKey (buttonName);
    with
    return Input.GetButton (buttonName);

    However this didn't change anything and I still need to press the button on and off to skip the text. Have I misunderstood which part I needed to replace.

    using UnityEngine;
    using System.Collections;
    using AC;

    public class InputOverride : MonoBehaviour
    {

    void Start ()
    {
        KickStarter.playerInput.InputGetButtonDownDelegate = CustomGetButtonDown;
    }
    
    private bool CustomGetButtonDown (string buttonName)
    {
        if (buttonName == "SkipSpeech")
        {
            return Input.GetButton (buttonName);
        }
        try
            {
                return Input.GetButtonDown (buttonName);
            }
            catch {}
            return false;
    }
    

    }
    Here's what I currently have in the script.

    https://drive.google.com/file/d/1aZF5h-NJq3xkxjnvTQTaWCHQD6LFDt1V/view?usp=sharing

    Also just in case it is needed this is what I have in the project settings.

  • Might be the Minimum display time - try setting this to 0.

  • Hi Chris, thanks for the continued support on this, unfortunately after setting that and everything I could to 0, it's still the same.
    Setting If skipped while scrolling to end line That does speed up the process as the full text box isn't displayed. But I do still need to keep pressing the key rapidly. It's like I need an auto clicking function installed on the keyboard, while it's held down to achieve what I'm looking for.

  • Try as I might, I just cannot reproduce such behaviour. All speech on my end is skipped while the button is held down - no need for multiple clicks - regardless of the subtitle settings.

    Save for you PMing me your project, I'm not sure what else I can suggest.

  • KalKal
    edited February 26

    Thanks for the suggestion Chris, I might do that but first, would the version of AC matter in this case? I'm using 1.81.7. I am going to update AC after this hotfix to the demo I'm working on. I didn't want to mess anything up before I got this build out.

    I've just thought as well, to cover all bases. When I did this script I made a blank C# file and called it InputOverride This I've placed within a new folder in my game folders called custom scripts instead of ACs folders. Hopefully that isn't what's causing the problem.

  • The file's location shouldn't be a factor - indeed, custom scripts shouldn't be placed inside AC's own folder.

    If you want to test the latest release, do so in a backup/duplicate project - but I don't recall any changes made since that should impact on this.

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