The ActionList: Comment Action can be used to attach comments in the ActionList without it having any effect in-game - aside from optionally printing the text in the Console when run.
2D characters in 3D games are possible, but you'll need to rely on 3D physics components so that they can react in a 3D scene.
You'll need to use a Rigidbody instead of a Rigidbody 2D, a Capsule Collider instead of a Circle Collider 2D, etc.
If yo…
The log - not an error - shows that the ModifyEffectStart is being called with the correct NPC assigned. That the effect is not working is down to the ModifyEffect side of things.
As the Timeline track has Player line? checked, the audio will come from your Player - regardless of their location.
As your Player's Audio Source has its Spatial Blend set to fully 3D, their position will affect the volume.
Either set this to 2D,…
Thanks for the details.
It's because the Default/DistantHotspot layer updating only occurs when using Player Vicinity mode - in the same way that the "Place distant Hotspot" option is only available when this mode is selected.
To update …
Here's a sample script you can try out:
using UnityEngine;using AC;public class CustomHighlight : MonoBehaviour{ public Hotspot associatedHotspot; private void OnEnable () { EventManager.OnHotspotSelect += OnHotspotSelect; Ev…
Welcome to the community, @CJWilson.
It's possible to limit a Conversation option's display according to whether or not the Player is carrying a specific item. One approach you could take would be to create such an option for each item (irrelevant…
It's a very old AC version, to be sure. Are you not able to update? It would be worth testing the latest release in a backup/duplicate project.
If you're loading save files from a SavesList menu element, you can assign an ActionList to run upon l…
Use Debug.Log statements underneath the ModifyEffect calls to confirm that they are being called at the correct time.
If they are, the script is working and it's not AC-related.
If they aren't, re-word your description of what exactly is happening…
It's all to do with the way your Transitions are configured - both the conditions and where they start from. You can have Transitions be set up according to parameter values, but if the animation state they start from isn't playing, they won't kick…
No problem, thanks for the code.
Here's that same script, modified to instead update AC variables:
using UnityEngine;using UnityEngine.UI;using PixelCrushers.LoveHate;using AC;[RequireComponent(typeof(FactionMember))]public class PadBars : MonoBeh…
If you want text-scrolling and audio to play at the same time, using regular speech and subtitles is the best way to go.
If a Dialogue: Play speech Action has no associated speaking character, it will be considered as "narration", and can…
I'm afraid I'm having trouble recreating the "Distant Hotspot" layer issue.
To be clear: is this occuring when merely switching Movement method, or when switching the Hotspot-detection method.
I should note that the Default/DistantHotspo…
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Is it possible those extensions are affecting the scene issue? Whenever possible, the best way to extend AC is through custom events.
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I can't work with the save-files without the associated project. If you use the Save-file Manage…
I'm relieved you have a manual backup - I'd strongly recommend the use of version control as well for any Unity project.
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There was an unfortunate issue that caused backup data to be overwritten with the "empty" ActionList data if …
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The Hotspot detection method is a game-wide setting, but you can modify it through script. To access any Manager field at runtime, right-click the field's label to copy an API reference to it.
However, it is also possible to assign an &quo…
The handling of facial animation and token-processing are independent - I'm afraid one can't affect the other.
What you can do, however, is rely on the Speech class's ReplaceDisplayText function. A custom script could remove expression tags from t…
It's possible to alter the Lip-syncing mode - as well as any Manager field - through script. Though, you'd need to do so before the speech is triggered.
I believe the original request should be do-able, however - I will PM you a package to test sh…
Thanks for the details. What are your AC and Unity versions?
The spawned Player prefab should typically only be removed upon entering a scene with a local Player. If that's not the case, are you running any Actions or custom script when loading a…