I am not clear on the issue given your description. Can you re-phrase it and share screenshots to illustrate the problem?
If you want to block clicks to specific portions of the scene, you can use a Collider on the Default layer.
Run it from an ActionList asset that references the prefab - it'll add and record a Constant ID number that will be used at runtime to reference the scene instance.
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It's a new function inside the Conversation script: RestoreStartingState. Calling this will set each option's on/off state back to it's default value.
..And I've just realised it doesn't unlock options that have been turn on/off "fore…
Sure - you can get information about what ActionLists are currently running within ActionListManager.
To determine if the game is currently blocked due to ActionLists (save for an optional Action to ignore):
AC.KickStarter.actionListManager.IsGame…
Welcome to the community, @fruitpunchsamuraigr.
Are you using Player-switching, a local Player in the scene, and/or the use of Addressables to spawn them? These will all affect exactly when the Player variable is set and available to use.
It migh…
If you use ActionList: Check running to check a specific ActionList asset file, then it will return "true" if any instance of that asset is currently running.
What's the specific issue you're having in running this Action?
You can't dela…
Open up AC's Sound script and comment out this line around line 367:
volume = 1f;
I honestly can't recall why this is in there, but I will look into it.
You can create UI Canvases from the GameObject menu in the top toolbar. Details on working with Unity's UI system can be found here.
When it comes to having AC work with UI, you create Menus in the Menu Manager, add elements such as Buttons that y…
What's your Unity version and render pipeline?
I think I'd need to see this for myself. Would it be possible to PM me your project as a .zip file, without the Library folder?
I do not have enough details to recreate the issue.
If you'd like to PM me a .zip of a project that demonstrates the issue, with instructions, I will take a look.
When exactly is the sound playing at the wrong time? When the scene begins, or once the Player has moved it and stopped?
The sound always plays on a loop, but its volume is controlled by its speed being above the Min. move speed value. Does it st…
Welcome back, @Blackbird!
What are your AC/Unity versions?
You'll want to check Wait until finish? in your speech Actions, but the ActionList itself will need to run in the background. Have you set its When running property to Run In Background?