Open up AC's Action.cs script and look for the SmartEndField function (around line 626 in the current release).
At the bottom, replace:
EditorGUILayout.EndHorizontal ();
with:
else _parameterID = -1;EditorGUILayout.EndHorizontal ();
Does that r…
Provided you reference your scenes by their name, yes - it's a good idea to uncheck them from the build list to keep them out of the build. Moving the files themselves to an Editor folder shouldn't be necessary.
However: be aware that the Speech M…
It's a complex arrangement and I need to understand the issue in its simplest form. If it occurs without a second player, then the "following" aspect shouldn't be a factor.
What are the minimum steps needed to recreate the issue, with a …
(Quote)
Can you share screenshots of the Action, and how you're determining this? What is your AC version, also?
If you create a new instance of the "Menu: Update content" Action and give it the same values (manually), does it have the s…
The newLabelParameterID value check is there to prevent translations when the Label value is overridden by a parameter. Is this the case with your Action?
The filename shouldn't factor in, but it is currently assumed that each background is a unique texture. I'll see if this restriction can be lifted, thanks for the report.
Ah. If it's a different sound for each character, better to instead use the Event Runner instead. It's similar to the Events Runner, but it's a component that you can attach to your characters.
You'd need to create a new event for each character,…
If you temporary disable 1) above, does the issue still occur?
Skipping should be instantaneous. How is it that you're seeing them warp to B? Is there a pause before they then move onto C, or is another press of the EndCutscene input required?
(…
If you have scrolling subtitles, you can assign a "Text scroll" clip either globally or per-character that plays while subtitle text scrolls on-screen.
Otherwise, you can automate your Action sequence of playing a sound when a character s…
The "Use" interaction defined in its Properties will run when clicked, independent of the scene. As this is an asset file, any scene objects you want it to reference will need to link via Constant ID.
For the most part this is all automa…
Do you still mean to use it on a Hotspot?
You can define a "Use" ActionList in its Properties panel in the Inventory Manager - this will run when clicked in the default Inventory menu.
If you mean to click on a Hotspot, and then bring up…
The presence of a Player is completely optional. A regular sprite can be recognised as the Player by attaching AC's Player component, but it's not necessary to have one in the game or scene.
There aren't any special settings to enable this - just …
Typically, you'll want to choose "URP Basic" as the scene type - it'll give you a Camera but no other geometry you'd otherwise need to delete.
The camera difference between Play mode and Edit mode is often due to the MainCamera values cha…
Unless you have Fixed Save ID only? checked, the element with 3 slots will simply show the first 3 available save-game files. It should only list the Autosave if that's been written to.
Are you using the Autosave feature elsewhere? If not, try de…
I'm not sure I follow. You shouldn't have to delete any files to install the template. Unless you want to re-install it?
The template puts all files inside a subfolder named InputSystem, in your game's directory (alongside your Managers folder).
I'm afraid AC's Hierarchy icons are currently only compatible with Unity's old Hierarchy view. I am looking into a possible incorporation with Hierarchy v2.
Is the camera issue limited to a single scene? If you create a new scene, do cameras work again?
Check that the scene has a MainCamera object with AC's Main Camera component. Share screenshots if possible. The EventSystem warning is unrelated, a…
Firstly it's best to update and just see if it's working on your end. Use a duplicate / take backups / use version control to ensure such testing is only temporary.
The main files involved in this operation are ActionSpeech and SpeechManager. I w…
If you aren't checking "Retain in prefab?" on your NPCs, how are the lines being linked to the NPCs in the scene at runtime?
Is it not possible to update your AC? I suspect this is an issue that's since been fixed, as I'm not able to rec…