It started with Googling "How to create draggable windows in Unity Editor"! This was many, many years ago, though - the tutorials I eventually came across will be long gone or outdated by now.
The two script errors reference Actions for integrations with SLATE and Cinema Director. Both of these have since been moved to the AC wiki, and the original Actions, which are no longer part of AC's package, should be removed.
Delete these two fi…
Naturally, the bigger the gap between versions, the more difficult an upgrade jump is - and v1.57b is several years old.
The "Upgrade notes" sections in the Changelog list any changes made that you may need to be aware of, but if you'd li…
That's essentially how the Menu system works, given a Menu's Appear type.
If it's set to When Speech Plays, it will turn on in if any dialogue is active. Things get a little more complicated if you have Duplicate for each line? checked, as the Men…
Calling SetSpriteDirection will lock the direction - you can set the lockDirection function to false to release this lock.
Create a new project, import the latest AC, and copy over your game's character and Manager assets. Does the issue still occ…
In AC, any speech line without an associated character is considered narration.
You can display narration differently to regular speech by creating a separate Subtitles menu, then settings its For speakers of type field to Narration Only.
Is this reproduceable within the Editor?
AC's startup process is a single-entry - the initialisation of Menus, Players, etc all occur in a strict order. When you mention Start/Awake functions, are you referring to custom scripts that are in the sc…
A speech line's state is independent from the Subtitles menu that displays it. If speech ends automatically, or reacts to input, then it sounds like the ActionList that fires it is ending prematurely.
Is there any logic that gets run when the Subt…
For a more general approach, I'd say it's better to deal with the UI Button objects directly, as opposed to the AC content that they represent.
If you set the When invisible field to Disable Object, then unused Buttons will be de-activated, allowin…
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The menu's Canvas prefab, InputsUI, has the Input Remapper component on its root. For each remap, you need to supply the action, a UI Button, and the binding index.
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Thanks for the details, but I'd need to be able to experience the …
I don't know if it's helpful here, but it is possible for AC to store custom global data within Global String variables. Perhaps the other assets can store their data within these, so that you can store all data within a single AC save-file?
No problem. If you find you need that box to be checked for other reasons, you can select the Event System in your scene and view its Inspector when this occurs. At the bottom, it should list the object that the pointer is currently over, causing …
Welcome to the community, @darbotron.
Yep, you've found them both - those are the two methods that AC stores data.
The Manual's "Custom save formats and handling" chapter covers how custom implementations can be hooked up to override AC'…
I'm afraid I'm not clear on which issue the video is reporting - is it that you're not able to mouse over Hotspots after closing the menu?
If Hotspots have become non-detectable, the two main potential culprits are that the mouse considers itself t…
Glad it's working, thanks for the details!
If you want to learn more about how AC logic can be prefabbed, this tutorial covers the workflow with a few examples.
Welcome to the community, @WRDwyer. Apologies for the trouble.
Is the "Torch Holder" the same object that has the Hotspot component? I suspect this might be a case of the Hotspot setting its own GameObject to the parameter.
If you view…
Backing up first, the Speech Manager's "Reset text" should undo changes made by the "Gather text" button - searching your game's projects and clearing any translation IDs that it finds.
Congrats on your game's release!
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If you removed an Action referenced by the Menu's Input Remapper component, then you'll need to remove its entry there. I'll see if it can just ignore empty fields, however.
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Yes - the Maps are just there to help categories Actions.…
If this always occurs in the same scene, is there anything unique to that scene that might cause it to behave differently?
If you previously had an issue with languages disappearing, which language index are your players who experience this issue u…