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No, but the update should be released soon.
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Instead of turning it off, you could amend it to instead react to e.g. a Global Boolean variable, so that it has no effect if the value is False.
Something like this at the top of its Upd…
When setting the Menu's Source, did you check Use TMPro components??
The addition of tags to the Dialog component only applies if text scrolls. Unscrolling, AC will display what's provided as-is - there shouldn't be any additional steps.
Does the…
How are you playing the animation? By referencing its name directly, or by affecting an Animator parameter that causes a transition?
If the former, you can check Wait until finish? to wait for the animation to complete before moving on to the next…
Unity's own "Activation" track can be used to enable/disable GameObjects (in this case, background sprites) at certain points along a Timeline.
To incorporate this with AC, you can rely on AC's provided Speech track to embed speech within…
Are you relying on speech-scrolling?
Check the GameEngine object's "Dialog" component - this has a list of rich-text tags it allows. You may need to add yours there.
To be clear: AC's own default UI prefabs work - your own game's do not?
Focusing on Pause for now - is there anything fundamentally different between AC's and yours (apart from visually)? Check that your RectTransform boundary is similarly-assigne…
It may be down to the use of the Sorting Group, which the save data doesn't explicitly cater for. I'll see if this can be amended as part of the next release.
If timing is important, Timeline is often best. You can use a series of Animation and Activation tracks to hide/show the different objects at the correct time, in sync with the main character animation being played.
Typically, though, I'd say keep…
The "Time display" settings will only apply unless you override the label with a custom one. If you do override it, you'll need to incorporate the date into the custom label.
The script above will store the date into a string - you can u…
Download the integration package from the Downloads page then use the NGW to install it into a new game.
Best to do this in a new project after all, if your integration packages are different.
I'm not clear. Is the object being picked up part of the rig, or just being parented to the "hold" bone.
You can force a bone's position in a custom script using LateUpdate, I believe.
The sorting order should only be saved/loaded if it was locked to that value.
What are your AC/Unity versions, and can you share screens of the Actions / Player root / Player sprite child involved?
This being a visual issue, can you share screenshots to illustrate the problem?
The default SubtitlesUI prefab doesn't include an Image to store a character portrait - how large an image have you added?
When a Menu is rendered using Unity UI, AC w…
The links are all "access denied" - can you make them public?
For AC to save which sorting map is active, however, yes - a Constant ID component will need to be attached to it. This can be automated via the top of the Settings Manager.
I've looked into this, and it's best to do it as a property within AC itself. For now, it'll be a "cursor radius" value that you can set through scripting, but the latter itself won't be complex at all.
I'll include the change in the nex…
It does look like a case of nothing being rendered in the new scene.
Expand the Hierarchy at the time of the issue - is anything amiss in the scene's list of objects?
In particular, check the state of the MainCamera at this time. Is its Camera co…
Welcome to the community, @Ziuum.
If you select the NPC's root, you should see their position in the Scene window as they move around. The character's position should be where there feet are.
If the sprite isn't set up like this, make sure the sp…
The Input System template isn't available in the Package Manager - it's a downloadable extra on the AC website and has a Template file you need to click on to install. Did you do this?