I don't see a need for any additional steps, but the animation isn't the facial animation - it's a separate gesture that's fired by an event in the lipsync file.
For the facial animation itself, AC has a "Rogo Lip Sync" option in the Lip …
Unity UI and AC menus use different rendering techniques - it's not possible to control the sorting order between the two types.
AC menus will always be drawn on top of Unity UI menus, and it's best to have all menus rely on the same rendering mode…
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Duplicate a broken scene, create an ActionList with this followed by an "ActionList: Comment" Action to display text once it runs, and then delete the other game logic. Check that running the ActionList manually then causes the is…
AC processes the default speech-skipping mouse click when the button is pressed down, whereas Unity UI processes default clicks when the button is released.
It's probably a case of making these consistent. To have a Unity UI Button respond to down…
If the Menu's Appear type property is set to Mouse Over, then it will turn itself off automatically once the cursor leaves its boundary.
This boundary is for the whole Menu, however. If you want to turn the Menu off at the moment an item is select…
If the Hotspot menu is at the bottom of the stack in the Menu Manager, it might be a drawing-order issue - where the Hotspot text is being drawn, but underneath the Inventory.
You can check if this is the case by selecting your Hotspot Text compone…
I will attempt a recreation, thanks for the details.
In the meantime, I'd suggest removing the Remember Visibility component, and just teleporting the object out of view if you want to it to remain hidden when the limiting camera is active.
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I can't recreate the issue of a TMPro-linked Label element not correctly processing rich-text tags. The text, with tags, should be passed onto the TMPro Text component.
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For that, you can use the Speech's log.textWithRichTextTags pr…
Welcome to the community, @mantafanta77.
If you're using the latest release, this error would appear if your scene is missing an AC MainCamera component. Though if this is so, you should be getting another error reporting that this is the case - a…
The rolloff is a property of the AudioSource - AC won't be involved with its behaviour.
Are you getting this behaviour with a regular AudioSource with no Sound component attached?
TintMaps read the assigned Texture directly - it'll return a fixed colour for a given point.
With some hacking, you could feasibly modify the FollowTintMap script to read the values of two TintMaps and lerp between them - but I'd say URP's 2D light…
Welcome to the community, @ZedPoirier.
You'll need to call the Sound component's SetMaxVolume function from a custom script in order to have it apply the OptionsData's SFX volume to it's AudioSource.
This is done automatically, however, if you use…
It is - the InventoryBox.GetItem function above requires the index as a parameter - 0 = first, 1 = second, 2 = third.
But, the script above doesn't limit itself to the first - the selectedIndex variable changes as the ClickUp and ClickDown function…