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No. So long as you don't overwrite the original language's text - only translations - the scenes only need to be in the Build Settings during the "Gather text" operation.
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The naming convention of expected audio for your P…
As this is venturing into combat-system territory, and away from what AC is designed for, I'd recommend relying on custom scripts for this kind of behaviour.
The "Combat Example" package over on the Downloads page demonstrates how AC NPCs…
Is this a case of the text within the speech Action being truncated, or the display of it within Unity UI?
If you're using Unity's provided Text component, you can set its Vertical Overflow property to Overflow to prevent truncation - but I recomme…
The "FlashHotspots" input, if defined in Unity's Input Manager, can be used to highlight / show icons for all Hotspots in the scene.
For it to take effect, your Hotspots must have a Highlight component assigned. The Highlight component i…
You will need to temporarily add your scenes to the Build Settings to have them be included in the "Gather text" operation.
For your languages UI, you can replace AC's provided "Language" cycle element with your own set of UI Bu…
You can attach a Trigger to an NPC to have them react if the Player gets too close. As part of that Trigger, the Character: NPC follow Action can be used to have them follow the Player.
I can't make out from the video - but are you using your own Event System and/or Input System? The issue might be a combination of factors/systems that are all wrangling for control over UI selection.
Also, what is your intent behind UI selection?…
Welcome to the community, @Crio.
As the scope of possibilities greatly widen when AC are and UCC together, the integration is intended more as a starting-point for further customisation, rather than a "one size fits all" template.
Having…
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Unity's Canvas Group can do this for UI components, but AFAIK there's no equivalent for scene sprites. If you renderer the illustrations using Unity UI, you could do it.
Managing separate layer transparencies could be done through script -…
The 2D Demo does something similar for its Exit Hotspots to the left and right edges of the scene.
When using CHTI, Hotspots have an additional Single 'Use' Interaction? checkbox.
When ticked, they'll behave as though you're using Context Sensitiv…
You'd need a short script that reads the state of the selected Objective, and affects the appearance of the tick based on that.
If your Menu uses "Adventure Creator" as its Source, you'd need to create the tick as a separate "Graphic…
Are the illustrations animated? If not, you can use the "Fade Camera" track - only assign the first illustration as the track's "Overlay Texture", and fade into the next camera from that.
Otherwise, it'd be a case of animating …
It's part of the Github:
https://github.com/EsotericSoftware/spine-runtimes/blob/4.1/spine-unity/Modules/com.esotericsoftware.spine.timeline/Runtime/SpineAnimationState/SpineAnimationStateMixerBehaviour.cs
Could you share a screenshot of the properties of the Menu, and the Button element, as they appear in the Menu Manager?
If you temporarily assign the click AudioClip as the hover sound, does that play?
If your custom Action makes use of the Constant ID and/or Parameter systems, you'll need to have those integer variables update the GameObject within an override of Action's AssignValues function:
public override void AssignValues (List<ActionPa…