Chris, I created an entire new project from scratch, imported AC and assigned the 2D Demo managers. Then I created a new AC menu, set the appear type to manual, and checked "enabled on start?". I created a new label and set its type to &qu…
Right, first this one:
else if (!KickStarter.speechManager.keepTextInBuffer){ newLabel = string.Empty; Debug.Log("newLabel = string.Empty");}
When I first run the game, this doesn't run. If I click to speak to a character using my …
Unity 2021.27f1
AC 1.74.3
The label is being handled by AC automatically, yeah. That means the AC Menu -> Unity UI link is constantly updating the TMpro component, even when no speech is active (I assume because the AC label still contains this …
Note that "Retain subtitle text buffer once line has ended" IS unchecked, but the linked TMPro component never clears the line. In fact, if I modify it manually using the inspector at runtime, it instantly reverts back as soon as I click o…
Actually, maybe I should consider hiding/unhiding the panel instead via code. I've just realised that the only way to filter the displayed lines by speaker is to set the entire menu's appear type to "when speech plays". Since the menu is t…
Chris, something I've noticed: how do I empty the speech text string once the character is done speaking? "Retain subtitle text buffer once line has ended?" is unchecked, and "update if string is empty?" on the menu element doesn…
Thanks, Chris!
If anyone else is looking for a similar solution, this is what I put together (you just need to add it to the UI object that contains the TMPro component):
using UnityEngine;using AC;using TMPro;public class SpeechListener : MonoBeh…
Also note that if you are worried that the visual scripting window might turn out to be a bit too messy to work with when you essentially only need a linear queue of actions, you can always work on an actionlist via the unity inspector. You can set …
Chris, correct me if I'm wrong, but if the main worry is the editing process and not so much the writing itself, I think this can be very easily achieved by gathering text and exporting the strings, and then reimporting the edited content? This woul…
No, I mean you can just create a regular ActionList assent called, say, "Turn off xxx menus" where xxx is the label you'd have given the menus if such a functionality existed. There you can add a regular "turn off menu" action fo…
You could create an ActionList asset to close a series of menus, and then you would just need to run it instead of recreating the same chain of actions every time.
If you go to AC's Settings > Camera Settings, set "Aspect ratio" to "Fixed" and "Fixed aspect ratio" to "1.78" (equivalent to 16:9), does that fix the issue?
When using Unity UI, I also usually set the par…
@Divaraf you should have your managers saved, you just need to use the manager package to assign them again! Unless you just modified the demo managers instead of creating new ones, you didn't lose them.
My game is a lot simpler because it's 2D and there are no collisions, but I'm also working with two followers, and I did exactly what you suggested: NPC 1 follows player, NPC 2 follows NPC 1.
I have one global bool for each follower (true if they a…
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Are you absolutely sure? I ask this because I wasted way too much time troubleshooting my own menu issues, believing no other menus were interfering, but it turned out that an invisible part of a different menu was indeed sitting on top of a…
Does this happen in a build or just the editor? My old laptop had a similar issue whenever an asset-based actionlist was run, caused by the gameobject being spawned in the editor hierarchy. Menus have an option to run actionlists when they are turne…
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Thank you! I've just tested it and it works well for the most part. I've noticed a glitch though: if the trigger/script sets an NPC's hotspot's limitToCamera field to camera #1, and then we switch from camera #2 to camera #1, the hotspost be…