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ChrisIceBox

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ChrisIceBox
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  • AC's save system involves flagging objects with "Remember" components, to inform it about what data in the scene needs saving. For example, "Remember NPC" will save an NPC's state, and "Remember Animator" will save an …
  • Can you share images of how the Menu appears at different Game window sizes? I recommend the use of Unity UI for all your Menus, however.
  • I don't see any screenshot in your previous post - is it hosted elsewhere? How large is the character, compared to Unity's default unit scale (1 unit = 1 metre)? A large mismatch may be the cause of needing to ramp up the default speed values. Yo…
  • Remember Puzzle Piece should be enough - but you'll need to ensure the Slot GameObjects have Constant ID values.
  • If your character already has a Rigidbody on their root, you don't need to make it Kinematic. The Kinematic requirement is only in the case that you need to add a Rigidbody to the detector itself, and don't want it to interfere with the character's…
  • When using Player-switching, AC keeps track of each Player's scene. When a scene is opened, AC will spawn in any Player - whether active or not - that is set to be in there. If you're relying on AC entirely for the Player's scene presence, then ch…
  • Is that v1.81 as in v1.81.0? This sounds like a bug that was addressed in v1.81.1. From the changelog: * Fixed: ActionList assets not properly referencing scene objects in v1.81.0
  • A Player's animation method won't impact their presence in the scene. It's not possible, however, to rely on both Player-switching and local Players (i.e. Players within the scene file). If Player-switching is enabled, you must rely on AC at all t…
  • I'm not so sure it was a mistake on your part - the default behaviour should be that prefabs use "0" unless explicitly set to do otherwise. If this occurs again, can you let me know with steps to recreate?
  • (Quote) The latter can be done using the same Auto Lip Sync component that Tin Pot uses for the 3D Demo. Otherwise, it'd be a case of working out what lipsync mode/settings you want to use for the character, and then altering the method when they s…
  • The integration doesn't affect materials, so I'm not sure of the cause there. What are your AC/Unity versions, and does it work if you drop the same character (i.e. the Player) into the Action directly, rather than checking Is Player?? Any compari…
  • (Quote) That's right - though, going back a step, it should be that the Constant ID/Remember components all have an ID value of 0 when viewed in the prefab, so long as Retain in prefab? is (correctly) checked. Is the first screenshot is from the pr…
  • It's a bit of a workaround, but you can do this by using a Global Float variable, linked to Options Data, to control the volume instead of the built-in value. Create a new such variable, link it to the Slider, and then have the Slider's "Actio…
  • Can you share a wider screenshot of the character's full Inspector? I'll need to see the uncropped images to get the full situation. If the character is moving, but not animating, however, the most common cause is the Idle -> Walk transition. …
  • Thanks for the details. Yes, it's likely Constant ID-related. The most immediate likely cause I'm seeing is that you're manually setting the ID for your Remember Scene Item component - meaning each instance in the scene will have the same value. …
  • Can you share the properties of the Subtitles/Speech menu that should be appearing? Its enabled state really shouldn't be affected by the speech placement child - you're certain it's not listed in the Hierarchy when this is set? As with your other…
  • using UnityEngine;public class CopyOrthographicSize : MonoBehaviour{ public Camera cameraToCopy; public Camera cameraToPaseTo; void Update () { cameraToPaseTo.orthographicSize = cameraToCopy.orthographicSize; }}
  • You might be able to achieve this using Timeline, as Unity provides a VideoTrack track type that supports blending - found here: https://docs.unity3d.com/Packages/com.unity.timeline@1.5/manual/smpl_custom_video.html You could feasibly rely on a pa…
  • Welcome to the community, @reismahnic. The options dispayed on-screen are detached from the speech that clicking them may result in. Though you could potentially make use of custom scripting, I'd say the "Icon texture" field would be the…
  • I wouldn't expect the ScreenshotCam should have the custom camera movement script attached, as it'll be following its MainCamera anyway. You may need to have a script to have it copy the MainCamera's Orthographic size, though. Does it work if you …
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