Welcome to the community, @vanAdamme.
You can assign an ActionList asset as an Item's "Use interaction" in the Inventory Manager to run Actions when it is used. As part of this, you could run e.g. an Object: Add or remove Action to spawn…
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Is that part of the Narration menu's UI prefab?
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The character isn't the one speaking - it's a Narration line, which has no speaker.
If you wanted to show the speaker name, you can have the Label element instead display the value of…
It's not the MainCamera that's not rotating - but the First Person camera, which the MainCamera attaches itself to.
This behaviour is by design - the First Person camera, which is separate to the Cutscene camera, won't update outside of Player cont…
Can you elaborate on the original issue?
In what state is the project now? I'm not sure of what you're asking - are you looking to re-generate speech Actions, or do they still exist and you want them to use the text that's in the Speech Manager?
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Nice find.
AC needs to run its own spawning code as part of its initialisation - so the script isn't directly compatible. However, I can see the general gist of how it works - I'll see if I can adapt it to move the Default PlayerStart.
I cannot reproduce such an issue with Yarn's test project in 2.5.2. Try importing the latest release - otherwise, you may need to contact the Yarn devs as I can't see AC's involvement in the above error message.
Leave the Appear type as When Speech Plays.
You have not linked your Narration menu's elements to its UI objects. Open up the UI prefab, and drag the speaker line / subtitle line Text components into the Speaker / Subtitle elements respectively. …
Welcome to the community, @ragingbass2020.
You can get AC's built-in Music and SFX volume levels with these snippets respectively:
AC.Options.GetMusicVolume ()AC.Options.GetSFXVolume ()
You can also create your own options by creating a Global va…
You can rely on "Any State" to have it transition to a given Expression animation when the Integer parameter gets set to the right value for it. This'll kick in regardless of what animation is playing at the time.
What's your YarnSpinner version? The error log makes no reference to AC - instead it looks like it's coming from YarnSpinner directly.
To be clear: you're saying this error is only temporary - with it working after a restart?
If the Menu looks like the window above, a regular AC menu - linked to Unity UI - should be the way to go.
Unity UI gives you a lot more control over styling, so your screenshot above could consist of a 2D background monitor, with a UI menu as the …
Sounds right. While the localScale isn't typically animated in a 2D character's animation set - if it was, there would be competition that can be resolved by using LateUpdate instead of Update.
I've amended the wiki script to reflect this.
Thanks for the details. Parameters are likely the answer here, rather than Constant ID numbers. Parameters will create a direct link to the objects at runtime, and are intended to aid with dynamic content.
How you set parameter values may vary ba…
A custom Action could feasibly do this: the exact code to simply change a parameter and play animation by name is relatively simple:
myAnimator.SetFloat ("NewSpeed", 0.5f);myAnimator.Play ("tentsAnim");
What's the underlying in…
Firstly, if you're not relying on them, you can delete the Demo and 2DDemo subfolders - these include Resources assets that will be included in builds by default. That's likely the main factor for the difference in a fresh project.
If the usage is…
If you use Unity's Input System package, you can import AC's integration template for it using the New Game Wizard.
This template includes a "remap inputs" Menu that you can provide from e.g. the Options menu to let users rebind keys.
I'm afraid there's a bug related to the way this feature works in the current AC release.
It's been reported, and an official fix will be included in the next update.
In the meantime, you can find a temporary fix in my reply to this thread.