Sounds real good - I was having a conversation with another AC user just yesterday about whether this would be possible.
In context, we were wondering how a text cursor or button could be made to appear once all the text had appeared, indicating to…
More:
Realise I misunderstood the debug code - it wouldn't print to the console on a scene transition, so disregard that.
I have colour remembering back; removing an autosave before the scene transition did that. However, saving and loading rememb…
Additional info:
the little bit of debug code from here:
https://adventurecreator.org/forum/discussion/8108/need-help-with-remember-animator-and-loading
doesn't fire at all - indicating that the remember script is just not executing?
AC Version is 1.71.8 (happy to level it up if need be) and conversations are being ended via autoplay lone option after all the other ones are temporarily or permanently toggled off.
Thanks for that Chris - as ever, I'm having ... mixed results ... implementing it on my side :-)
What I'm finding that with a character who has a number of conversation options, all enabled at the start, that gradually get whittled down by toggle o…
Thanks Chris - it's so you can choose between a masculine or feminine protagonist at the beginning of the game, and all their lines are the same. Gonna get on setting this up today, thanks again!
Thanks Chris!
For anyone playing along at home, dragging the speech child (with ConstantID componet) onto the action from prefab mode doesn't work for me - but, the isPlayer tickbox in the code above works a treat!
It's gonna look so good, we're v…
That's great! The local transform was what I was missing, thanks!
There's one more thing though ... The script was put together following this tutorial https://adventurecreator.org/tutorials/writing-custom-action-2 and afaict, should work with my P…
Hi Chris - I've added this script to my conversation menu, and I'm having no luck getting it to work - I've tinkered with it a bit, but to no avail.
The menu I'm using has two buttons, named Left (click type: offset element slot, offset type: Shift…
Hi Manuel - if you create a new player start and take a look in its inspector, you can specify the previous scene the player was in to trigger the new start activating, as well as assign which camera should be active. So it's in the inspector of a p…
So, Brain (who is comically small in our scene :smiley: ) gets my menu positioned just above him, as I would expect. Adding the 2DDemo_MenuManager puts your subs menu pretty much slap-bang on my characters speech placement child. By my rudimentary m…
My version of this issue (where a menu that had been overlaid during gameplay appeared for a split second before the next scene loaded) has been resolved by updating to the newest AC.
Have a look at your character - the top level object created by the AC character wizard - and make sure that the characters feet line up with the yellow crosshair that AC shows. If it's not (which is often caused by the sprite child not being at 0,0…
"How the menu is positioned will depend on:
the Canvas settings,
[img]https://i.imgur.com/6H5Pa0t.png[/img]
the Menu's properties,
[img]https://i.imgur.com/uWvobmV.png[/img]
and whether or not you're enforcing an aspect ratio in the Settin…
Preparing some screens for point 1; regarding point 2, the speech child does move with the character, but while it is quite far from the character in the prefab, once they complete their walk it is right next to them, as if they pushed it along?