Are you using speech-scrolling, and have you tried the very last scripted posted in that link?
Check your Console for errors - is anything related to the script / Text Animator being displayed?
Yes - if you define multiple Player prefabs in the Settings Manager, you can use the Player: Switch Action to switch character. AC will handle any necessary scene-changes automatically.
AC will also keep track of each Player's scene and position f…
I'm going by the steps you shared for recreating an issue with the unmodified Equipment packager here:
* The "Offsetter" variable is the one intended for consumables
* The "Base" variable refers to the stat's total value - i.e. …
Thanks for the details.
It sounds like you've set everything up correctly, but I can't reproduce this issue.
Would you be able to make a .unitypackage of your game's subfolder and PM it to me? I'll take a look at it on my end.
Locate your Settings Manager's asset file (via the Project window, not the AC Game Editor), and view its Inspsector.
Look for the "Events" foldout near the top. Expand it, and set its amount to "0" if it's not already.
As your Action references the Sadness animation by name, you don't need a transition to it in your Animator. Remove the arrow going towards your Sadness animation.
Also, this animation is on a sub-layer (index 1). You'll need to set your Action's…
The "Reset expression" option is unrelated to lipsyncing - the lipsync should revert to the first frame once speech ends.
Could it be that this is the case, and the "A" mouth shape is being shown? The first-defined frame in you…
Having 9 options instead of 3 would still involve the same technique - but let's stick with your first post's example of 3 for the moment and build it up from there.
View your Conversation's Inspector and note the ID numbers of your Truth, Lie, and…
Welcome to the community, @SylvanKeep.
The Actions that hide/show the sprites all run instantly, so there shouldn't be any visible delay in the list itself.
How are you running these Actions? Through the "OnStart" cutscene assigned in t…
I feel this might be a quirk of Unity's ImGUI system that powers the "Adventure Creator" Menu source option.
If you switch the Menu over to use Unity UI, you should be able to avoid this. Rather than using a dedicated texture for the bar…
Something more along these lines:
using UnityEngine;using UnityEditor;using System.Collections;using System.Collections.Generic;using AC;public class ImportSpeechEditor : EditorWindow{ private Cutscene cutsceneToOverwrite; [MenuItem ("Ad…
Which version were you updating from, and in which version of Unity?
It wasn't in v1.82.4, but a recent release included a bugfix to the Events Editor that unfortunately may require your Events to be rebuilt.
Open up the Events Editor from the top…
How are you enabling the GK Conversation menu in these? Through the use of the "Auto Conversation" slot, or manually through the "Engine: Call event" Action?
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When using Custom Script mode, the option will not have an effect unless your script explicitly allows for it.
Rather than having the Unity UI Cursor control this parameter, clear its Cursor ID int field and attach this script to your curso…
Recreated. This issue will occur if variables of either type are present when saving on a separate thread.
The "Find references" option in their cog menus can be used to check if they have no external references and are save to temporari…
Welcome to the commuity, @Wesk89.
Mapping to "Fixed Slot Index" refers to the options that remain visible, so which option each element gets mapped to will vary as you modify which options are visible.
For example, setting "Slot ind…