You can create two Subtitles menus, one that displays character speech, and another that displays narration (i.e. speech with no character) by duplicating the original menu and configuring their For speakers of type properties.
For the menu that's …
By "stop moving", you're referring to animation - not the physical movement of the character?
The Slow movement near walls? feature should allow for this - but as I mention above it will only slow movement as opposed to stop it completely…
Firstly: my apologies for the trouble. Are you relying on version control, so that the scene file can be reverted?
To understand the steps: did you resolve the compilation errors while in Safe Mode? It should be that if you stick to Safe Mode, an…
A Container menu element represents the contents of a Container object in the scene - the two must be linked together before it will work.
To link a Container object to a specific Container menu element, check Open in set element? in the Container:…
Enabling an ActionList component through animation won't trigger it - it's enabled by default.
To run an ActionList when the scene begins, attach the ActionList Starter component and check Run on scene start?.
What is the condition that is to be m…
What is your AC version? An option to prevent the Player from snapping at the Marker should be available underneath the "Face after moving?" option.
If you're using the latest, I'll need to see your full (uncropped) Settings Manager.
Best to take it from the top in terms of describing the issue. What's your movement method, and what is the fundamental issue you're facing?
Generally speaking, "jerky" or "bouncy" motion can be eliminated by attaching a Rigidb…
Can you point a link to the page that was from, and what's the exact behaviour you're looking for? Should the Hotspot's regular interaction still run when single-clicking, or should a Hotspot only be interacte with upon double-clicking?
Thanks for the details. Once things start slowing down, does closing and re-opening the ActionList Editor window help?
Again, I don't want to speak too soon, but it may be a Unity/platform issue. Taken from sereschkin's post on this page:
(Quote…
I'm afraid I can't recreate the issue. What are your ActionList asset's properties?
If you switch to a different scene, or from a different scene, does the issue still occur?
Try detaching individual aspects of the process bit-by-bit, e.g. the On…
The most integrated way to do this would be to write a custom Acton that calls the function, and has two outputs for the bool value it returns.
A custom "checking" Action template can be found in AC's ActionCheckTemplate script. Somethin…
The variable selector field relies on Unity's built-in EditorPopUpField, so the behaviour is bound by that, I'm afraid.
What you can do, however, is categorise your Variables by using a forward-slash instead of an underscore in their names. For ex…
Welcome to the community, @nixc9.
Apologies for the trouble - there certainly shouldn't be noticable slowdown when only a few Actions are involved. Is this while the game is running, or still in Edit mode?
Shots of the Profile window with "P…
"Scheduler" isn't an AC term - is it the name of an ActionList you're trying to run?
Is that the whole message, or does it come with a stacktrace?
I'll need steps to recreate the issue. Can you share screenshots of the ActionList and Ac…
AFAIK, the Mask component won't prevent a UI Button's interactability - it's purely visual.
To prevent a Button from being clickable, attach a script that controls its "Interactable" property.
As AC updates this value itself when menus a…
At the top of AC's SettingsManager and ACScreen scripts, replace:
#if UNITY_IOS || UNITY_ANDROID
with:
#if UNITY_IOS || UNITY_ANDROID || UNITY_TVOS
That will make the option available for the tvOS platform.