Man, what an update. Not only the much needed feature for having custom names for addressables is in it, but I recently thought about asking for an Action that let's you check which camera is currently active and it's in there, too.
And you have no …
Hi Chris,
did you find the time yet to take a look into this? Because the thing is this: The 2883 addressables database entries I recently lost because of Unity doing its thing were all manually renamed by me to match AC's naming conventions. I hav…
I tested the code and it works great. I just added the parameterID atttribute and the connections of the new Actions:
#if UNITY_EDITORusing UnityEngine;using AC;public class SeparateSplitActions : MonoBehaviour{ public ActionList actionList; …
Thanks for the script. A very good idea to implement this. I already have a custom action to set these attributes from ActionLists. I guess the data is also saved in a save game file because it derives from the Remember class?
What about an option …
I don't use any text tags or tokens. It's all regular lines. It's basically the default AC subtitles menu with Unity built-in text, not TextMesh Pro. Here is my subtitles menu:
(Image)
Oh well, I just found out that I was on version 1.76.0 instead of 1.76.1 as I stated before. I updated to 1.76.1 and the issues arise. So it has nothing to do with the test package, it is the version 1.76.1 that makes the problems. Sorry for confusi…
I don't know how I should export a single scene with everything that is needed to run it. The "Include dependencies" checkbox in the "Assets > Export Package..." dialogue has no function. To pick all assets that belong to a sc…
No, it isn't just one scene. It's almost every scene. Most of the scenes are smaller and the character is just not moving from where he starts. The big scene from the video is just better to analyse the behaviour because of it's size. By the way: Wa…
Yes, I use an asset for ground fitting called "FImpossible Ground Fitter" from the Asset Store to fit my character to the ground when crawling slopes. I removed it for testing and there is no change in behaviour.
Next I tried Tinpot and th…
Thanks, I installed the package and the lip-synching is perfect! Wow, that looks amazing! I tested it in all scenes where lip-synching was way off and it works great in all occasions. But with the package installed, my character can't pass through h…
Thanks for considering. At least for me that would be a game changer. If it's not possible: Can a third party lip-sync solution like Papgayo be used for only the few speech lines, where the "From Speech Text" doesn't work, while the rest i…
Yes, you are right. The text tokens are processed, but it's done instantly. When I do a "[expression: happy]" at the beginning of the line and a "[expression: sad]" at the end of the line, only the "sad" expression is v…