A custom script can hook into the OnClickConversation custom event, and turn off all options that don't have the same ID as the option clicked:
using UnityEngine;using AC;public class AutoDisableConvOptions : MonoBehaviour{ void OnEnable () { Ev…
You'd need to modify the script - or set its values with another script - but yes, AC variables can be read with custom code.
For example, the value of an AC Global Float variable named "Blue" can be accessed with:
AC.GlobalVariables.Get…
Sorry - I was mixing up my property types.
_Diffuse is a Color property, while the above script affects a Float property.
You could use it to affect a new Float variable you add to the Shader, and then use that to affect the shader, but this modif…
An ActionList cannot store save data by itself - the variable is necessary for saving.
The "Auto-create" option beside the variable field can be used to quickly create a new Variable without going into the Variables Manager.
To avoid clu…
Spine has its own animation event system, details can be found here:
http://en.esotericsoftware.com/spine-unity-events
Otherwise, you can read an AC character's charState to determine if they are walking:
using UnityEngine;using AC;public class Pa…
The code should still be valid in the latest release.
Though, it assumes that you're using "Single" inventory interactions - is this the case? If so, you'll see an explicit "Examine" interaction field in your Inventory item pro…
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Yep, looks like the character's turning when they shouldn't be - though I can't recreate the issue on my end.
If possible, could you PM me the files involved? Hopefully it should only be a case of the scene, Managers, and the Player prefab…
The OnFinishLoading event now requires an integer parameter, assigned as the save file's ID number.
You should also unregister events in OnDisable:
using System.Collections.Generic;using UnityEngine;using AC;public class OnLoadStopWalk : MonoBehav…
Try the Graphic Options template on the Downloads page. It replaces the old screen-resolution tutorial, and also sets its default value to the current resolution.
Thanks for the video. What are the rotations of the character and light once they've turned?
The Z-rotation of 45 degrees should be OK - in 2D game, this'll point them up-right.
If need be, you could force the light's rotation using a LateUpdate …
Yes, there's an OnObjectiveUpdate custom event that is called when an Objective's state is changed.
However, you shouldn't need this if Objectives are never updated while the Menu is open. If you only need it to update at the moment the Menu turns…
If you want the game to wait while they turn, you're best off using an ActionList (which can also be entirely scripted - see the Manual's "Generating ActionLists through script" chapter), but simply pointing a character in a given directio…
Switching a Material's shader will need to also involve re-assigning textures for properties that don't transfer - the Daz3D shader uses its own properties.
The default Highlight effect requires a property that it can control (either _Color or _Bas…
Thanks for the files.
The issue occurs because your materials do not use the standard URP Lit material, but instead one provided by Daz3D. Switching them to URP Lit will cause them to brighten.
A Menu set to appear "On Hotspot" will display when over Hotspots and Inventory items - regardless of its content.
You could switch to Manual and use scripting to manually turn it on when over a Hotspot - or use the Events Editor to lock …