Thanks for the details.
I believe I've recreated the issue. Try this: open up AC's Sound script (inside /AdventureCreator/Scripts/Logic) and then copy/paste the following into line 593:
SetMaxVolume ();
Does that fix the problem?
using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifusing Spine;using Spine.Unity;namespace AC{ [System.Serializable] public class ActionAttachmentSetter : Action { public override ActionCategory Category { get { return ActionC…
Speech can be set to display indefinitely by checking Display subtitles forever until user skips it? in the Speech Manager.
To only have animation display during its "normal" lifetime, further check the Play talking animations forever unt…
Welcome to the community, @shige.
Each AC game relies its own set of Managers, and these Managers must be loaded into your project before that game will run.
You can assign these Managers into your AC Game Editor window by double-clicking the pack…
What are your AC/Unity versions, and what properties are you animating in the Menu's transition animation?
This may involve Unity's EventSystem. Look for it in the Hierarchy at runtime, and keep it selected. At the bottom of its Inspector, it'll …
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As in, speech played in the previous scene? Has it finished playback by the time the stuttering occurs?
I suspect the issue will be affected (at the very least, compounded) by the size of the project / assets involved. How many speech / m…
Welcome to the community, @ray23.
It sounds like a bug with AC, but I'll need to reproduce the behaviour on my end to be sure.
What are your AC/Unity versions, are you relying on Audio Mixer Groups, and at what point is the scene's first dialogue …
Before the Object: Send message Action, insert an Object: Set parent Action. Set the Object to affect to the stone, and set the Method to Clear Parent.
This will detach the stone from the NPC's Hierarchy just before the throwing function is called.
As with regular Hotspots in the scene, your Player's Hotspot will need a Collider, and placed on the Default layer, to be interactive.
If your Player is a prefab, i.e. spawned into the scene at runtime, then you'll also need to rely on ActionList a…
AC's preloading works by calling LoadSceneAsync, passing the activateOnLoad parameter as false.
How this differs to loading a group into memory is a question for Unity - it's a complex topic and not one that strictly involves AC. The loading deman…
Your workflow should be valid - the ActionList: Run Action can have its ActionList overridden with a GameObject parameter.
To be clear: your "EnteringTest" GameObject has an ActionList component directly attached?
I can't recreate such a…
Welcome to the community, @happynow.
You can read about the legal terms of AC's usage over on the FAQ page here.
I'm not following your meaning of the word "operate" - but if you're looking to learn how to use it, you can find tutorials …
Looks like the Action is set up OK.
Keep the rock un-parented for now - we can re-attach it to the NPC later, but let's simplify things and get the basic throwing effect working first.
I've updated the script above to prevent the Rock from being a…
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This restriction should be lifted in the current release.
However, it should be used with caution due to the way preloading and Addressables work.
It's not possible to preload more than one scene at a time - and once you do preload a scene…
Can't think of anything on the AC side of things - ultimately it's still a regular AudioSource placed in the DontDestroyOnLoad scene, which is Unity's standard practice for cross-scene music playback.
Try tinkering with the AudioClip's properties, …