If you switch the "Reference speech files" field, you'll need to ensure your speech audio matches the requirements of that new field value.
After switching to "By Naming Convention", do the audio lines have the correct name and …
Thanks for the feedback. Certainly, having a long list of Global variables can quickly make things difficult to navigate.
Are you aware that you can categorise variables with a forward slash, however? For example, naming them "Player Stats/H…
Looking at it, the cap of 4 is needlessly arbitrary. I'll remove this limit, thanks for raising the issue.
In the meantime, you can remove this manually by opening AC's MenuElement script and replacing the line (around 549):
fontScaleFactor = Cus…
Come out of 2D view - is the Player walking towards/away from the camera?
It probably just needs the Z position of the Marker to match that of the Player:
hotspot.walkToMarker.Position = new(worldPosition.x, worldPosition.y, KickStarter.player.tra…
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This is coming from Unity itself and is not AC related. You can click the Collapse button to merge them all into one.
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Which Player is marked as your default? If you cannot switch because you're already controlling the selected cha…
Yes, the easiest way is to just make it a Hotspot and regular Use interaction.
You can use a simple script to place its Walk-to Marker over the cursor so that the Player walks to the exact point you clicked:
using UnityEngine;using AC;public class…
Your long cutscene names means I can't be sure what's being referenced in your Actions, but it looks like you're still running an ActionList and them immediately killing it.
You're also using running multiple ActionLists "on start" via th…
Set this ActionList's When running field to Run In Background. This ought to have been set by the New Game Wizard automatically - I'm not sure why this has been changed, but it's likely that's the cause.
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Don't have your prefabs in the hierarchy, let AC handle character spawning and placement.
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One thing at a time, I'd say. It's not necessary for the Player-switching feature to work.
If you're using AC's Player-switching feature, you'll need to keep your Player prefabs out of scene hierarchies, and let AC spawn them automatically as needed.
I'm afraid I'm a bit lost in trying to go through these. What is the significance of "Cutscene lisa returns to hospital for check up" if the Player-switch occurs at the end of OnStart? Does the former need to run before or after the latt…
Create a new thread for this, but the Object: Teleport Action won't affect RectTransform components. However, if your Canvas uses World Space, it can be positioned in 3D space.
Please share all the details I'm asking for:
* What are your AC/Unity versions?
* Is there any behaviour that's unique to the specific scene you mentioned?
* At what point in the scene's logic does it get run?
As for the Player: are they spawned i…
Is there any behaviour that's unique to the specific scene you mentioned?
I can't recreate any such issue. What are your AC/Unity versions, and what does the Animator Controller look like?
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I think the code portion we're looking at is a knock-on effect of this, rather than the cause.
If the Settings Manager is changing its fields, that's most likely down to your EventSystem prefab that the Input System integration uses.
In it…