Speech Bubble is a Template: when you install it, a copy of it is made in a folder named SpeechBubble within your game's main directory. The one in there is the one to change.
Scripting might be necessary, but the behaviour you're describing sounds like the "Choose Hotspot Then Interaction" mode.
See the 2D Demo for similar behaviour: when carrying the Worm, clicking either the Tree or the Bird causes the Worm …
Welcome to the community, @Mobius509.
You can achieve this by dynamically altering the Action fields at runtime, setting them to the specific instance of each prefab.
The key steps are:
* Create a parameter in the ActionList and use it to overrid…
Sounds like this is more a question for Rewired than AC, since its the Rewired <--> Input System assets you're looking to integrate.
I'd recommend sticking to a single input method, though. AC's Input System integration, over on the Download…
You can use variable tokens for this.
Create a Global PopUp variable to store each of the possible variants the description can take, note its replacement token text underneath, and then set the Objective's Description to that token.
At runtime, t…
Your video shows the behaviour, but not the objects that cause it. Please share screenshots showing the Player's full root Inspector, that of the Hotspot child, and any ActionLists it references.
Be aware that, as the Player is spawned at runtime,…
Welcome to the community, @SmithIan.
The Variable: Set Action can be used to update a Variable's value.
If you have this refer to your Integer, set the Method to Increase By Value and then Statement += to 1 to increase its value by 1.
You'll then…
If you want to make the Player character interactive, you can add a Trigger Collider and Hotspot component to the Player as with a regular object in the scene.
For a 2D game, it might be best to add these to a child object, making sure Turn root ob…
It's a bug - thanks for the report.
To fix, open up AC's Menu script and look for the following (around line #2077):
KickStarter.playerInput.activeContainer = null;
Replace with:
if (KickStarter.playerInput.activeContainer) KickStarter.playerInp…
If you already have the logic to turn their head with Triggers, it may not even need to be an NPC, in that case - just an Animator.
Rather than playing animation names directly as part of the Trigger, though, use an Int parameter - set to e.g. -1 w…
Saving is prevented while in a cutscene - but if you play speech that's not in a cutscene, you can save.
Set the ActionList's When running field to Run In Background. If you need to prevent e.g. Player movement and interactions during this time, u…
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I'm asking specifically about the means that audio is played back, i.e. the Reference speech files field in the Speech Manager.
Does the Console reveal any clue?
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The second Action should not be necessary if the Document: Open Actio…
It's possible - both 2D and 3D characters support head-turning, though it's a lot easier in 3D.
With 2D, you'll want to use a separate layer to animate the head - so that it can be animated independent of the body. The specific workflow depends on…
By design - this is to avoid changes made in the Editor being reverted when loading an earlier save, as well as prevent issues with translations.
The updating of menus in this way is intended for dynamic content, i.e. a description box or icon that…
When the Player Action field is set to Walk To, they'll move towards the centre of the Hotspot. In terms of pathfinding, they'll move to the point on the NavMesh that's closest to the Hotpot's Transform position.
This may be why rotating the Hotsp…
If you're opening a scene manually, without running it through AC, then AC's startup process may not kick in properly.
You can place an Event System object manually in the scene file, but you may encounter other issues elsewhere.
The latest releas…
It'll need to be in each scene - but you can use the Events Editor to automate this.
Use this window to create a new Scene: Change: After event, and then have this run an Object: Add or remove Action that spawns the script (attached to a prefab) to…