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Try unchecking Duplicate for each line? in the Subtitles menu's properties.
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Copy/paste the script into a C# file named CustomSpeechTokens and attach it to an empty GameObject in the scene.
The script relies on Triggers, but that's …
Can you share a screenshot of the GameCamera Third-person component's Inspector, and does the issue persist if you set the Input acceleration value to zero? Not that this'll be the solution - just a way to pinpoint the cause.
It's an old script, which doesn't account for the Objective list element's offset value - or the filtering options you may have set in the element.
Try this:
using UnityEngine;using UnityEngine.UI;using AC;public class ObjectiveIcon : MonoBehaviou…
It has since been deprecated - where have you seen it referenced in the Manual / tutorials? I'll update them if they still have references to it.
The amended workflow is to use the Events Editor (or Event Runner component, if you only need it in a…
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How are you determining this? From a label that displays its value?
Check that this occurs in the latest release, with a backup/duplicate project. If so, what is the result of linking the value to a Global Variable? Does the variable's v…
Is this the same issue you reported at the top of this thread?
I need more to go on to get to the bottom of it. If you can PM me your project (zip without the Library folder), along with instructions, I can take a look.
What's your AC version, and can you share images of the Timer's properties and Action that runs it?
View the save file in the Save-game File Manager (top of the Settings Manager), and scroll down to the bottom of the "Main data" section. …
For your given use-case, the AC equivalent of handling this would be to rely on ActionList parameters.
ActionList parameters allow you to make Action field values dynamic - so that you can "recycle" them and have them affect different obj…
Welcome to the community, @nastenka.
Separating your speech into separate lines is possible - just check Play in background? to have an ActionList continue on without waiting for a speech line to finish - but if timing is important then it'll be tr…
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The Player's starting direction is based on the PlayerStart that they are positioned at. When starting the game from a given scene, this will be the "Default PlayerStart" assigned in the Scene Manager.
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What animation exac…
What's the fundamental issue at play here? That the act of wanting to replace which video is played means updating multiple Actions in the same way?
If you have a situation where the same video clip is being played at multiple times, you can creat…
Through script:
using UnityEngine;public class SetMaskInteraction : MonoBehaviour{ public SpriteRenderer spriteRenderer; public void SetMaskOutside () { spriteRenderer.maskInteraction = SpriteMaskInteraction.VisibleOutsideMask; }…
There should be an Apply button in the lower-left corner.
If you expand the GraphicOptionsUI prefab, it should be underneath the BottomButtons object alongside the Back button in the Hierarchy.
Perhaps there was an issue with installing the templa…
Thanks for the details.
This is a bug, and can be fixed by opening up AC's ActionMenuSetInputBox script and replacing line 268:
else if (menuGraphic.ParentMenu && menuGraphic.ParentMenu.IsUnityUI ())
with:
else if (menuElement.ParentMenu…
You'll want to use your own set of Managers - created using the New Game Wizard - otherwise you'll run the risk of overwriting your game's data when upgrading AC.
The other way around this would be to ensure you omit the Default Managers from the I…
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When testing, are you assigning the scene's Camera in the Canvas component? If unassigned, the Canvas will act identical to Screen Space - Overlay mode.
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If you link the UI prefab to AC as a Menu, but remove the Label element (so th…
What is your Hotspot detection method, and is this for a 2D or a 3D game?
If Mouse Over, then Hotspots will not be selectable if there is a Collider on the Default layer between them and the MainCamera.
This is a general Unity topic - the use of SUC isn't a factor here.
Do you have a Sorting Group on the root? So long as only the arm you wish to mask has its Mask Interaction field set to Visible Outside Mask, and all others set to None, then only…