Welcome to the community, @Jimmsdesign.
Movie clip playback is handled by Unity's Video Player component - the docs on it can be found here.
Add a Video Player component to your scene, assign your movie clip asset in the Video Clip field, uncheck …
This script, attached to a Hotspot, allows an icon to show independently of the built-in icon system:
using UnityEngine;using AC;[RequireComponent (typeof (Hotspot))]public class HotspotIcon : MonoBehaviour{ [SerializeField] private float minDis…
(Quote)
You mentioned The Sims in your original post, which involves choosing an interaction from a list inside a menu - similar to AC's "Choose Hotspot Then Interaction" menu. I assumed you were after something similar, but the technique…
Welcome to the community, @ChibiSheDevil.
What Unity version are you using, and on what platform?
The error suggests an issue with one of the components - likely the "GUI Layer" component - that was on the MainCamera prefab but isn't par…
(Quote)
You're rendering the icon in World Space, so it'll be bound by your MainCamera's "Near Clip Plane" field.
Pause the game when this occurs, and look for the object with the name "Hotspot - icon" (replacing Hotspot with th…
I can't recreate such behaviour, I'm afraid. Is the Console reporting the same save file as being overwritten when saving both times?
Try assigning the ActionList upon loading your save game as I described above - does that prevent the Player from…
Inventory behaviour is very much dependent on the minutae of your Settings, Inventory and Inventory menu's properties - I'll need to know what your exact values are in order to recreate this.
Can you PM me a .unitypackage that contains your Manager…
(Quote)
The default Inventory UI prefab has 13 Buttons that can be linked to InventoryBox item slots. AC, however, will only control such the number of linked Buttons set by the "Max number of slots" property.
If you've got this set to &…
If your speech is queued in ActionLists, the next line only exists once the last line has ended. You can do that with:
Speech speech = KickStarter.dialog.GetLatestSpeech ();KickStarter.dialog.KillDialog (speech);
(Quote)
Do you have Hide icons behind Colliders? unchecked in your Settings Manager? That should prevent the the presence of any colliders getting in the way of an icon's display.
What are your AC/Unity versions, and can you share your Settings Ma…
Hotspot icons can optionally be set to render in World Space - so if you use a Perspective camera then ones further away will be drawn smaller.
However, if you set the icon type to "Use Icon", you can attach a custom script to a Hotspot t…
DE's conversation system is a lot more involved than the typical dialogue trees that you get with traditional adventure games that AC is more designed for.
You could leverage AC's Conversation system with custom scripting to make it behaviour more …
(Quote)
To be clear: is the issue to do with the bird not showing, and the glasses on the floor, by default - or with the glasses not showing on the Player character's head when taken? The advice I was giving was in the case of the latter.
The bir…
Background and narration are separate concepts - they're not related to one another in the Speech Manager options.
Background speech never interrupts the player's clicking - and won't display forever either. The "Display subtitles/narration f…
The issues you're getting are from how Unity works - a component's filename must match the class name.
The script class above is named SingleSelectItems - so the filename will need to be SingleSelectItems.cs.
If you want to create a new component …
Recreated, thanks.
To fix, open up ActionRunActionList and find the two CreateNew static functions at the bottom. Replace their endings:
return newAction;
with:
newAction.runInParallel = true;return newAction;
(Quote)
I'm inclined to label this as unwanted behaviour. If another instance of the item is already present in the inventory, that should be added to first before new slots are filled - regardless of their ordering. I'll look into addressing this…