Looks good - but you'll need to check the value of "tokenKey" before parsing it, so that you don't run the code for other tokens, e.g. [wait].
using UnityEngine;using AC;public class SpeechTokenMonitor : MonoBehaviour{ private void OnE…
Looks like a bug - thanks for the report.
I'll look into it, but I'd still recommend you rely on the dedicated Sound: Play music Action, which simplifies the workflow by removing the need for a dedicated Sound object in the scene. This Action allo…
Which field(s) specifically are you looking to control?
To affect the Settings Manager's "Input method", you'll need a custom script to handle this - but you can call your custom function as part of your ActionList. A tutorial on this to…
I've removed the link to your script - please do not post AC's source code in public.
The behaviour you describe is as I understood it. You mentioned "it works on the double click", which is intended - the double-click should prevent the…
The Manual's "Character animation (Sprites Unity Complex)" chapter details the values that the "Direction integer" and "Body angle float" parameters can take.
The "Direction integer" essentially divides the 3…
Your ActionList logic doesn't rely on "unlocking" the door with the key exactly - it looks like it's instead a case of the door becoming unlocked automatically once the "Door_poster" Hotspot is interacted with. Is this your inte…
The code looks fine - and it works on my end, provided the Inventory menu it's attached to is always enabled, as you've described.
What's your AC version, and what's the result of attaching it to an empty GameObject in the scene?
Asset-based Action fields normally rely on AC's Constant ID system to allow reference to scene objects. The Object: Call event Action, however, relies on Unity's event system - which doesn't allow for this.
The alternative Action to use here is th…
What is the Menu's Appear type set to? If you make the "show them something" sequence a cutscene, and the Menu is shown during this time, then it should be non-interactive unless you check the Clickable in cutscenes? option.
You can adju…
Check that the elevator has a collider on its floor. This may not be apparent during the Timeline, as if your character is moved with an Animation Track, they'll ignore the physics system and be positioned entirely based on the Timeline.
To have th…
Welcome to the community, @barakunata.
To be clear: you're using a custom script to create your own draggable camera?
AC has functions that you can read to check if the game is currently paused, or if you're in a cutscene, which you can use to pre…
The script above updates the text box at the moment the speech begins. If you rely on scrolling, you'll need to update the text each frame. Something like:
using UnityEngine;using AC;public class TextAnimatorSpeech : MonoBehaviour{ public Febu…
It's a question for Unity, but the behaviour is likely down to Safari itself.
There are alternative video players on the Asset Store that may work better - but I'd recommend contacting their developers to check.
Going by Unity's docs, StopAllCoroutines ought to only affect the script it's within:
https://docs.unity3d.com/ScriptReference/MonoBehaviour.StopAllCoroutines.html
The behaviour you're seeing may be something else.
A script to change the sprite o…
Welcome to the community, @giantfox.
As I understand it, Steam's Auto-Cloud option should work with AC games, since AC uses Unity's Application.persistentDataPath folder for reading and writing.
The "Unity Applications" example on this p…
It's been a long weekend for everyone. Hopefully this has given Unity's top brass a chance to step back, and properly understand both the damage they've caused, and the absolute unworkability of their plan.
All eyes will be on their output over th…
Thanks for the details. Though, this really isn't the kind of game AC is designed for. I recommend looking at another asset for arcarde shooting-style gameplay.
That said, having an ActionList run when the Player changes direction is possible thr…