Thanks for the details - though I can't recreate the behaviour.
Let's make sure we're working with the same tweaks to NavMeshAgentIntegration - I'll PM you a link to the updated one.
It's due to this amendment in the Changelog:
* Changed: The OnFinishLoading custom event now takes an integer parameter for the loaded save-file's ID
In both scripts, replace the line:
private void OnFinishLoading (int saveID)
with:
private voi…
The "No lines with translations?" option should remove any line that has any translation text associated with it - so that only lines that have no translation are present.
What is the behaviour you're getting, vs the behaviour you're expe…
The other approach would be to make them interactable, but unresponsive. That same line could be replaced with e.g.:
var colors = button.colors;colors.normalColor = condition.ConditionIsMet () ? Color.green : Color.red;button.colors = colors;
whi…
I will add an option to continue to spawn the Click marker if the Player moves due to the holding-down of the mouse button to pathfind when using Straight To Cursor movement.
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I cannot recreate such behaviour - check that this is still the i…
Addressable support for translated speech audio was introduced in v1.74 - you'll need to update your AC version to be able to make use of this feature.
If you use the "Adventure Creator" source option, then speech input will take precendence.
Does your Menu rely on Unity UI as its Source? That should allow speech input to occur alongside Menu input.
What are your AC/Unity versions, and what is the exact behaviour that you're expecting but not getting?
If you're looking to have the right-click cycle through the various modes, you'll want to set your Interaction method to Choose Interaction Then…
What types have you excluded from the Speech Manager's Translatable text types field? If you select a typical line of one such type further down, does it correctly omit translation fields?
As a test, try opening up AC's ExportWizardWindow script, …
You'll need a custom script that listens out for the input, and runs the interaction by referring to the LookAt icon's ID:
using UnityEngine;using AC;public class RightClickLook : MonoBehaviour{ public int lookIconID = 1; void Update () { …
The Click Marker prefab will spawn on the first click. For holding the mouse down, a custom script may be necessary.
What are your current "Movement settings" properties in the Settings Manager?
OK, I've done some digging on this. The issue is that AC is updating it at the same time. This'll be compounded if your Menu has a transition - or does it appear instantly?
If it uses a transitionn, the most reliable way to avoid the conflict is …
Check the Constant ID values of the three objects involved - that being the two Conversations within the scene, as well as the Conversation prefab the ActionList asset directly references.
When an ActionList asset references a prefab, it will first…
Have you imported v1.78 fully, without omitting any files for import?
To be sure you have imported all of AC's scripts, re-download the package - and then in the Import window, uncheck all except the "AdventureCreator/Scripts" folder. Th…
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When dealing with AC menus, it is. If you're using Unity UI, however, the click input is based on your Event System.
By default, buttons are interacted with when the Submit input is invoked - if you're using Unity UI for the Conversation m…
Yes - the custom script works by overriding the Interactable state of your Buttons, irrespective of what AC wants to select.
The best time to update these states is only when the UI is changed - i.e. the Menu turns on, or the options are shifted. …