Hotspots require a collider surrounding their boundary to be clickable, and needs to be positioned in world space, rather than screen/canvas space.
I'm not sure why the use of RenderTextures is making Hotspots unclickable, however. Are your Render…
Does your Player character have a Hotspot Detector component? This Action will return the "Not met" condition if they do, and any Hotspot is currently inside it.
Is it possible that the Axe itself is a Hotspot that's being detected? If …
Rather than using a Graphic element, if your Menu uses Unity UI then you can use a short script to alter an Image component's sprite based on the language index:
using UnityEngine;using UnityEngine.UI;using AC;public class LanguageSprite : MonoBeha…
If the Actions already had the debug input details filled in, you could override use of the input so that it's ignored when not in a Debug build.
Otherwise, you can also just stop the Video Players manually, because the Action will stop if the Vide…
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Not so far as switch's visuals go, no. If you need to rely on many such variables, however, be aware that you can use the "/" character in variable names to organise them into sub-categories, e.g. "Lights/Kitchen".
(Quo…
Welcome to the community, @Refrigerator747.
Using the Object: Animate Action is the recommended way of altering which sprite a single Sprite Renderer uses. Though appreciably creating an Animator, and then Off/On animations may feel like overkill …
Actions will not run correctly done this way. You instead need to add them to an ActionList, and then run the ActionList.
See the Manual's "Generating Actions through script" chapter for details, as well as the ScriptedActionListExample …
Thanks for sharing - though runtimeChar and runtimeMarker are both set by the Action's AssignValues function, which should be called before it gets Run.
How are you running the Action / ActionList after calling CreateNew, and what is your AC versio…
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 This was many, many years ago, though - the tutorials I eventually came across will be long gone or outdated by now.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…