Welcome to the community, @doglobster.
Variables can't be generated at runtime, but it may be possible to have AC keep track of visited nodes separately within the ACYarnVariables script - I'll have a look into it.
@pulpaulaa I'm not sure how much…
Welcome to the community, @AnotherAndrea.
Firstly, uncheck Can skip with mouse clicks? in the Speech Manager to prevent mouse clicks by themselves from skipping speech. Speech can then only be skipped by invoking an input named "SkipSpeech&qu…
The main/active scene will need to be an AC one in order for it to run correctly. Sub-scenes can also be AC scenes, but this is not a requirement.
The default camera / PlayerStart fields can be bypassed in favour of a Cutscene in the added scene t…
You've made modifications to the First Person Player - and added a MainCamera component to the First Person Camera child.
Remove this and enable the Camera component on the auto-generated MainCamera object in the scene.
Yes, you'd need a script that copies over the Integer parameter from one Animator to another. If you have it attached to the Image, you can use the Canvas to extract the Menu it displays for, and then the Speech line it's showing:
var canvas = Get…
Is the Animator controller above the one that's changing in the gif? You'll need to add Transitions to it to have the value of the Integer parameter affect which animation gets played.
Sorry, but I will need to see screenshots to be 100% clear on the issue. It sounds like two separate issues are being described here.
When an aspect ratio is enforced, you should get black borders around the edge of the Game window if the Game win…
Where is your script placed, exactly? Are the portraits part of the scene, or a separate Menu? Please try the Debug.Log test I mention above to determine which of the tokens are being processed.
The token should fire, but it may be that the scrip…
Try running the ActionList manually by clicking "Run now" in its Inspector at runtime - does the scene switch then?
If so, share a screenshot of the Trigger's placement in the scene, along with your Player prefab - it may be an issue with…
I'll look into these, thanks for the details.
Is this using the Nine Verbs template included with AC, or the one previously available on the Downloads page?
I'm not sure if this is more of a Yarn issue than an AC one - the error message isn't coming from AC. Does declaring it always set the value when testing?
Looks like you have two Box Colliders around the bed - make sure that the Hotspot one isn't blocked by the outer.
If the Demo game is running correctly with your own Player / Managers, then it will be down to some aspect of the scene like this.
Disabling the collider is the better option, but the intended way to disable a Hotspot is to place it on the Ignore Raycast layer. This can be done by running the "Turn Off" command on it, using the Object: Send message Action.