AC column structure differs from that of Localization because its ID value serves the purpose of Key as well.
I can potentially add an option to surround each cells with quotation marks, however.
The saving/reloading of a contents of a scene file within the Editor is handled by Unity. Is the project re-opening with the same scene loaded in the Editor that was open at the time of closing?
The top of the Hierarchy window will display the ope…
Any mockups / sketches you can share to help illustrate the intent will help clarify the situation, but Hotspots aren't designed to exist inside UI elements.
What you could try, however, is to use a dedicated Inventory item instead - one that's pla…
Either way should be viable, I'd have thought. Personally I tend to go with Items whenever dynamic content is involved, due to their ability to be placed in Categories.
Yes - the component that's just underneath it. Drag the "Hotspot detector" label into that empty field.
Both components need to be on a separate, child object of the Player, however. See this tutorial for details on what modifications n…
The Quality settings are independent of render pipeline, as I understand it.
I'll attempt a recreation. Are any related messages appearing in the Console?
Don't add a "Custom" option to Unity's Quality setings - the second screenshot is…
The Manual's mention of arranging cursor frames in a grid is for Software or Hardware rendering. For the fine control over animation you're looking for, you'll want to use the Unity UI for rendering.
The "Animated cursor" template is you…
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How so? By modifying AC's ProcessLipSync function? Outside of the edge case of having multiple frames share the same time value, I'm not clear on what the core issue is.
The closest logic AC has to such mechanics would be the QTE system, which allows for input detection within a given time window. As each one is of a fixed duration however, you'd need to chain them together in parallel using an ActionList: Run in p…
You have a couple of options:
* Enable "Player switching" in the Settings Manager, and switch to an "Inventory Player" that lives in the separate Inventory scene. Your regular Player's position will be unchanged when switching …
Welcome to the community, @kbbbriles.
Apologies for your earliy frustration, but don't fret. While AC is certainly geared towards "traditional" adventure games that involve moving a Player character around the screen, the use of a Player…
You can use the Detect Hotspots component to gather up nearby Hotspots, but you'd need to use Mouse Over method alongside a custom script that shows the icons of those within the Detect Hotspot's vicinity.
Something like this, attached to the Playe…
"Holding object" as in the GameObject it's attached to?
It can be done through custom script:
GetComponent<AC.ActionList>().GetParameter("MyGameObject").SetValue(gameObject);
The Dialogue: Play speech Action's Line text field can be overridden with a String parameter.
This will not support audio, translation or lipsync data, however. The only way to parameterise those is to have separate speech Actions in a dedicated s…
Which Action / field, specifically?
The Sound: Play Action's "Sound" field can be overridden with a Game Object parameter, and its "New clip (optional)" field can be overridden with a Unity Object parameter.