Update: I've managed to recreate this, don't worry about the questions above.
Unfortunately, there doesn't appear to be a way to custom editor windows to detect the UI Scale. However, it is possible to make these windows re-sizable by modifying a …
Welcome to the community, @Craig72.
Apologies for the early trouble.
Thank you for the screenshots. It looks like the windows are half the size they should be - in respect to the text. Can you share an uncropped screen so that I can see if it's …
Your Narration menu's "Speaker [var:35]" element is not set to accept tokens.
The [var:35] token must be assigned in its Label text field - not the Element name field.
While you could "hack" it by using dedicated variables for certain items, the clean way is to rely on Inventory Properties.
If you go to the Inventory Manager's Properties tab, you can create a new Integer property named e.g. Durability. …
You can assign the data either as a prefab, or a SO.
To do it as a prefab, attach it in the Item's Linked item prefab field.
You can get the currently-hovered item's prefab with:
KickStarter.runtimeInventory.hoverItem.linkedPrefab
To assign a SO…
Would you mind testing a fix?
To do so, open up AC's Speech script and look for the AssignAudioClip function around line 1634.
Within, replace the line:
if (speaker.speechAudioSource)
with:
if (!speaker.gameObject.activeInHierarchy){ ACDebug…
(Quote)
Thanks for the details.
In both cases, you can rely on a simple custom script function to set the Player's position and rotation based on the MainCamera just before ending the Timeline.
Here's a sample script that should do it: copy/paste …
Thanks for the details, I've recreated the issue.
It's hard to pinpoint where the bug lies - it could even be from within Unity itself.
However, it does look to be caused by AC's setting of the culture, which shouldn't be an issue, but does happen…
(Quote)
A Graphic element set to display the Dialogue Portrait will update if the line has a Speaker. If the line has no Speaker (as is the case with Narration), then the element will show - but not update the assigned Sprite within the Image.
Tha…
You can do this by storing the sounds in a new Surface type that is assigned to the character via custom script, rather than mapped to a floor in the actual scene.
In the Footstep Sounds component Inspector, uncheck Auto-detect Surface?, and then r…
What's your full script? I only updated the relevant parts of your original code, but there are issues with it besides - no "Eris" GVar variable, and CursorManager does not have a "useIcon" variable.
This, though incomplete, sh…
@atilamalabestia Have you created an AC game using the New Game Wizard? It looks like this error should only show if you have no Variables Manager assigned in the AC Game Editor window.
If you can describe how you'd like it to work, I can offer advice on how it might be incorporated into AC. Even if it requires custom scripting to get the exact behaviour you want, it should be possible to have e.g. AC Global Variabes be used to li…
Update: I think I've reproduced it.
To test a fix: open up AC's PlayerMenus script, and find the CanCurrentlyRightClick function around line 3044.
Replace its contents with:
return IsMouseOverMenu () && isOverRightClickElement;
Does that…
Thanks for the report.
When you say "assigning the voice line", do you mean from within the Speech Action, or is the prefab itself having its own data amended?
If the former, that's intended. The prefab itself shouldn't be getting modif…
Your code confuses the way Actions are intended to be run through script. They need to be placed into an ActionList component, and run from there. You're also including the parameter names in your CreateNew function calls.
The included ScriptedAc…