Don't convert it to a prefab, no.
Is the Timeline asset already assigned in the Playable Director, such that the "Timeline (optional)" field can be cleared?
I'm afraid this doesn't appear to be an AC issue.
Thanks for the report. Yes, it's an issue with GameObjectValue being set - Unity doesn't allow access on a separate thread.
If the Variable doesn't need saving, you can hook into the OnBeforeSaving event to inform your script to avoid the call wit…
Is the Canvas a prefab, or part of the scene file?
Unless you're using the "Remap bindings?" option in the Timeline action, AC won't affect non-AC tracks.
Thanks for the files. I've updated the script and provided a guide for it on the AC wiki:
https://adventure-creator.fandom.com/wiki/Text_Animator_speech
If that's the same object you're affecting with the script, yes.
You can clear it by deleting the Line Element itself in the Menu Manager, or by just removing the Constant ID component from the GameObject - it's this that creates the link with AC.
You can do this with a custom Action.
For a specific Menu, you can get the number of visible elements with:
AC.PlayerMenus.GetMenuWithName ("MyMenu").visibleElements.Count
In an Action:
using UnityEngine;#if UNITY_EDITORusing UnityEdit…
Are you using speech-scrolling? If so, what is the effect of disabling that feature?
If you're speech-scrolling, you'll likely need the second script in that thread. Bear in mind, however, that you'll need to detach the Text object from AC's Spee…
* If you pause the game while this occurs, and select the Text Animator component in the scene, what text is shown in its Inspector?
* Does it display if you remove the tags / expression tokens from the speech text?
Thanks for the details. What's odd is that Touch Screen should generally be equivalent to Mouse And Keyboard when testing in the Editor, so it's the same mouse input code that's running in both cases.
If you're placing Debug.Log statements down, t…
Do any Warnings appear in the Console?
Try adding a Debug.Log to the Update function:
Debug.Log ("Subtitles on:" + Options.AreSubtitlesOn());
Does it change to True/False depending on the Subtitles option?
Indirectly. Text Animator relies on Text Mesh Pro UGUI components to work, which AC does support.
In most cases, for static text boxes e.g Pause menus etc, this should be enough:
https://docs.febucci.com/text-animator-unity/welcome/quick-start
W…
I may have recreated this.
This won't be an exact fix - more a means to check we're on the same issue. But if you open up AC's StateHandler script, find the line:
KickStarter.playerInput._FixedUpdate ();
and move it out of the FixedUpdate functi…