Open up AC's MenuCycle script and find the following around line 725:
return optionsArray [index];
Replace with:
return AdvGame.ConvertTokens(optionsArray[index]);
Does that resolve it?
The easiest way to extract variable values is to reply on text tokens - i.e. [var:X], where X is the ID number of the variable.
A string containing tokens can be converted into live values using the ConvertTokens function, so it's possible to displ…
Did you comment out the "optional" line at the bottom? Uncommented, it ought to behave the same as parenting the particle to the sprite - if there was an issue, it may be caused by scaling.
Best to leave as-is, now that it's working.
That includes custom animations, such that Flip custom animations? is checked?
If so, the sprite transform in the last screenshot should have its X scale flipped - is this so? Parenting the particle system to that should then flip the position - t…
The change was in v1.82.5, and allows the component to accept all Renderer types as opposed to just Skinned Mesh Renderers.
You can revert this change by opening LipSyncTexture and replacing:
public Renderer skinnedMeshRenderer;
with:
public Ski…
You'd need to change the field value at runtime through script.
You can get an API reference to the texture by right-clicking the label - see this tutorial for details.
In the case of the Hotspot icon texture field, this reference will return the …
The Lip Sync Texture component only deals with phonemes, but they should be set based on the lip sync settings. What are those?
You say things were working previously - when was that, and do you know what change was made that caused the difference?
If it's a day/night change, you'd start with the "Variable: Change" event and then use e.g. the "Object: Visibility" Action to make the given object visible or invisible accordingly.
Alternatively, you could control the scene's …
The instructions are to end the name with an underscore, followed by the Surface's name.
Can't see an issue with it otherwise. If you're up for some debugging, the processing of the detected Surface's name occurs in the FootstepSounds component's …
Events kick in automatically - but the Event Runner component is best used for anything you only want to affect in the scene. You can set the Actions Source to In Scene to run Cutscenes instead of an ActionList asset file, or - if you want the chan…
If the script is able to update sentences correctly using AC's provided Item and Hotspot names, along with separators such as "the" etc that the script provides, then those individual separators could be sent to the Speech Manager via ITra…
(Quote)
Ah, it's because the "h" represents hours - but the Timer's value is technically representing seconds because each tic increases by 1. With that, you can have seconds appear to represent hours with {s:D2}:00.
(Quote)
Worth a try!…
Ah - the "_" character is intended as a separator added by AC, i.e. the Surface "Metal" can be detected by a Physics Material named e.g. "Slippery_Metal", "Bouncy_Metal", "Normal_Metal".
Remove the …
If the Marker has a Marker component attached to it, it should hide itself on Awake.
However, the main issue is the lack of the ID in the Action. This is likely because it wasn't aware that it needed to generate one.
Rather than placing the Playe…
Is Map to Shapeable? checked in the character's Inspector, and linked to the Faceplate's Shapeable component / shape group? Be aware that if there are multiple Shapeable components on the character, it may be linking to the wrong one.
Are you usin…
Your title suggests there's an inconsistency amongst different scenes - is this a case where it always works in one scene, but never works in another? Or is it seemingly random?
If you're detecting taps with a mouse input though, then it's down to…