Video clips are shown from a Video Player component, which AC can control with the Engine: Play movie clip Action.
How this manifests itself in the scene is down to the Video Player's Render Mode - setting this to Camera Near Plane will have it sho…
Set Interaction Parameters replaces the need for the lone Hotspot parameter, but its Interaction type is set to Use, not Inventory. The UsaLupa and CintaRecogida parameters look correctly assigned, but won't be transferred because its referring to …
If the variables are on the same Variables component, then you should only need a single GameObject parameter. The specific variable on that component is then referenced by its ID number.
Can you share screenshots of the logic flow? I'm not quite…
A Camera: Fade Action, set to Fade Out, with Instant checked, will force the camera to show all black until you then manually fade in with another such Action.
You can run this in the Scene / Change / After if you want to automate it, but you will …
Welcome to the community, @Emme73.
While the best way to go about this will vary depending on the game, AC does have a few features that can help with testing:
* Variable presets can be used to bulk-assign all Global Variables to specific values. …
If the Timeline is played from an Engine: Control Timeline Action that has Wait until finish? checked, then it will be skipped if the ActionList is skippable, and the user presses the "EndCutscene" input.
For fast-forwarding: this isn't a…
Welcome to the community, @kddaawwggg.
When the Source is set to AC, elements will be drawn in the order they're listed, so NameTag will need to be moved to the bottom of the elements list for it to be drawn on top of Portrait.
This ordering rule …
I think what you'd want to do in this case, then, is prevent looping from a custom script or Action with:
KickStarter.stateHandler.GetMusicEngine ().audioSource.loop = false;
The change you've made to the Soundtrack script will have unintended sid…
Did you upgrade Unity at the same time, or is updating AC the only change so far?
Try replacing:
using AC.Downloads.InputSystemIntegration;
with:
using AC.Templates.InputSystemIntegration;
Are you adding both tracks to the queue at the same time? I'm not clear on the underlying situation.
Track-queueing isn't really intended for looping tracks - since the queuing occurs automatically when the track at the front of the queue ends.
I…
If you're using bundles, then those will need to be manually loaded / unloaded - but the speech Action ought to unload its own audio. I'll look into this, thanks for the details.
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I'd typically leave audio settings as their defaults for spe…
You will need the latest AC release for compatibility with Unity 6.3, yes.
You should always back your project up when upgrading both Unity and/or AC versions, or rely on version control, but the "Upgrade notes" section in the Changelog d…
Check the Navigation section of your Button Inspectors - are they set to Explicit? If so, you may need to update them if you've amended which Buttons are present / enabeled, as you may have the "Navigation on down" field no longer linked …
I shouldn't think so - PlayerPrefs aren't included in builds, and the default cloud saving behaviour only affects files in Application.persistentDataPath.
Still, I'd recommend creating a beta branch if you want to thoroughly test update behaviour b…
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This will be a case of the Menu's RectTransform boundary covering the screen. If the mouse if over a Menu's boundary, clicks to the gameplay scene will not be registered.
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Add an InventoryBox element with the following properties:
…
Hotspots are not designed for UI. But if there is no collider present, it sounds like the issue is something else.
If you enable the AC Status box, is the game state listed as "Normal" or "Cutscene"?
You can keep track of the player's progress/score with an Integer variable - increasing by 1 each time.
If this score is needed to be referenced in other scenes, use a Global variable - otherwise make it a Local or Component one.
The Variable: Set…