Technically it's possible, but the custom script would need extending a fair bit.
Firstly, you'll want to grab this Action on the AC wiki, that lets you create Conversations in a single Action (no need for a separate Conversation object):
https://…
Try this: open up AC's Player script, and replace the current SnapToNavMesh2D function with the following:
private PolygonCollider2D[] autoStickPolys;protected void SnapToNavMesh2D (){ if (IsMovingAlongPath () || !SceneSettings.IsUnity2D () || K…
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Does the custom code you're running impact/replace any of the processes involved here? It's not clear if this is down to some long-since fixed bug, a custom script involvement, or the particular technique being used.
If you can PM me your …
What are your AC/Unity versions, and can you share your "Inteface" settings in the Settings Manager? Check that the Select interactions by field is set to Clicking Menu.
Currently, the auto-stick to NavMesh option only works with the first-found Polygon Collider associated with the NavMesh. It should be possible to extend this to allow for multiple components, however - I'll look into this and see if it can be adde…
Version 1.82.2:
* Added: [timer:ID] text token - use to display a Timer's current value
* Added: Ability to customise a Timer's displayed value when displayed as a token
* Added: The active QTE is now listed in the Status box
* Added: Ability for t…
Look for the "Standard 2D animations" panel in your NPC Inspectors. By default, you'll have entries for the Idle name, Walk name etc fields.
These are the names of the animation states AC will attempt to play. Clearing them, if you have…
If it's being called twice each time, where is the script placed, and how many instances of this script are present in the scene? Check that you don't have two instances of it enabled at once.
Also, what is your AC version? An issue related to th…
WASD movement is referred to as "Direct" movement in AC terms. You can swtich to this with the Settings Manager's Movement method field.
Having both Direct and Point And Click movement options depends on how you want them to be merged. …
Welcome to the community, @Schneider21.
The Nine Verbs Template is now included in AC itself - and is available in the "Templates" section of the New Game Wizard.
To install this into an existing game, run the Wizard and choose "Mod…
What's the name of their GameObject?
The CSV file references "Kit", but the NPC's "Speaker label" field is set to "Kit Ballad" - this is what the script is looking for a match with.
If you want the script to only sear…
See the Manual's "Navigating menus directly" chapter for full details of how to switch items with arrow keys. If you don't mind pausing the game however, a quick way to do this is to just check Pauses game? in the Menu's properties, (if u…
Leaving the Player in the scene is a valid option. If you want to spawn them in, attach a child Marker to the prefab as a child, position where you want the cube to appear, and then use the Object: Teleport and Object: Set parent Actions in your On…
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Yes and yes. If the character has a speaker label, that'll override the name it looks for. Can you share an Inspector for one of the characters?
The GraphicOptions menu requires use of the GraphicOptionsUI script to function correctly, which is attached to the root of its UI prefab. Transferring elements the other way around would also mean having to rebuild this component, since its field …
Happy new year @Kinteros!
The main issue I can see is that you're listening to the event within the UI object itself. A UI Canvas is disabled when its Menu is turned off, meaning it's not able to listen out for the event.
You'd need to move this …
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Recreated - thanks for the bug report.
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Since v1.81? There were no intended changes made to the transition system.
To be clear: it's the transitions that are somehow slowing down - not the animations themselves?
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Does the menu pau…
Open SaveFileManager and replace line 136 with:
if (foundSaveFiles != null) foundSaveFiles.Clear ();
Does that resolve it?
If not, are the Profiles being correctly loaded? If you're applying a custom file handler for Options, you'll need to make…