Thanks for the answer!
Setting up button actions seems to be pretty straightforward, I'm glad that we can combine UI Toolkit and AC, it's such an amazing tool.
Opening my inventory is assigned to Active Input. Because the type of inventory appearance is set to "during gameplay", I can only open the menu with "lock/unlock", so locking the inventory during the approach menu display does n…
Thank you, disabling interactions worked. But the type of inventory appearance is set to "only during gameplay", so I can't open it through the "turn on" action . I want the inventory still hidden during the cutscenes.
I think I can increase the frame rate in Papagayo for example by 60, and set the same value in Dialog.cs here:
lipSyncShapes.Add (new LipSyncShape (frame, timeIndex, KickStarter.speechManager.lipSyncSpeed, 60f));
I can also optimize the lipsync fil…
So, I found the necessary process speed. That's 0.06725. Phoneme Integer changes at the right time, but Blendshape changes Shape Keys too slowly. I suppose I can change the speed of changing Shape Keys in the script which is responsible for that?
Okay, I found the cause of the problem. Process speed is either too low or too high. The phonemes either didn't have time to change each other at high speed, or they changed very slowly at low speed. I need to find the perfect process speed value fo…
I can try to add the Phoneme Integer parameter to the animator by assigning it to the player script. If the Phoneme Integer parameter changes correctly in the animator, I can try to remake the mouth animation using Mecanim animation instead of Blend…
There was no other output in the console than what I sent.
(Quote)
I mean, blendshape plays a phoneme, which is the first in the timing in the lipsync file, and freezes on this phoneme until the character finishes speaking. In other words, only the…