Thank you, it is. If no Actions are run, then the Conversation will end. I agree that the expected behaviour should be that the "When finished" property is still respected - I'll look into this.
In the meantime, an Engine: Wait Action o…
AC's rendering mode ultimately relies on Unity's ImGUI system, and this is a known issue when it comes to rendering textures in Linear space. I shall look into this however, and report back - certainly, a workaround should be possible.
If you assign a prefab file in the Conversation to run field, it'll run that original prefab - not any instance of it that may be in the scene. It should work, but be aware that changes to it such as toggling options may not be properly reflected.
…
(Quote)
To add: this is possible by inserting a [hold] tag at the end of your speech text.
This tag will cause the speech to continue to display once its ended, so that Conversation menus can appear alongside it. A tutorial can be found here.
Improvements to the direct-navigation of Sliders were introduced in v1.77.4.
In a backup/duplicate project, import the latest release - is the behaviour better?
What are the error messages in full, and do you have your game's Managers assigned?
Check that your Inventory Manager has properties listed in the Properties tab.
Yes - both the amount of an inventory item currently held, and the value of variables, can be accessed through script.
For example:
using UnityEngine;using AC;public class CoinsToVariable : MonoBehaviour{ public int coinItemID; public string…
Have you added your scenes to Unity's Build Settings, and configured your scenes to allow for game-saving?
See the Manual's "Saving scene objects" chapter for details on how to do this. A quick-and-easy way is to back up your project and…
(Quote)
I agree that it would be best for me to see things for myself. However, given the use of other packages and scripts, it's likely a case of having the entire project - or at least a cut-down one that demonstrates the issue.
If you can provi…
While I'd maintain that it should still viable to include Naninovel-related data in AC save-games (with the assistance of Naninovel's developers), most of those should be possible with a little scripting. If you're happy to take things a little ste…
Try unchecking the sRGB (Color Texture) option.
Despite the aspect ratio issues, does the texture display correct when using Unity UI (check both ticking/unticking the above option)?
Unity UI can handle different aspect ratios - the Canvas Scaler …
I'm having trouble understanding the video - are you scrolling through the InventoryBox element to reveal different items?
Since you posted this thread, I looked into how your original question might be done without the need for custom script.
Rat…
The field you're looking for is customScriptObject, which is a property of AC's Button class.
Being a part of Button means that this is a per-Interaction property, rather than a per-Hotspot one. To affect it, you'd have to access the Button you wi…
Any Manager field can be modified at runtime through script - just right-click a field's label to get an API reference to it. In the case of Direct-movement type, this is:
AC.KickStarter.settingsManager.directMovementType
To set its value, create…
If you're using the Custom Animation method, you can use an Animator Bool parameter and Transition to enter/exit your head-bobbing animation state.
If you're instead using Built In, you could instead control the amplitude of the head-bob by affecti…