I am trying the above method. But may I ask how to change the values of Component Variables by script? When I do GetComponent<AC.Variables>() it seems to have no suitable methods to set* and **get the variable values.
My AC version is 1.68.3,…
What's more weird, if I import the whole existing game to the new clean game (with AC folder imported before from Asset Store), the conversation UI works correctly.
I even tried it on a clean scene, and import the clean game managers & menus into the existing game clean scene, and made a new player for the scene. But the problem still persist...
I run into a strange situation:
Using the Unity UI Conversation Menu in a new clean game works. But when I import it into my existing game, the text doesn't change to the conversation choices (stay as Dialog Option 1). I checked all the menu setting…
I am using AC1.68.3.
Yes the Text components are children of the Buttons.
How may I use the default Conversation menu Unity UI variant? I haven't use the New Game Wizard to create the game. Can I do it to the existing game?
It seems the OnMouseOverMenu is not doing anything. My inventory doesn't pause the game, and use the Engine > Manage System: Enable Control in-game menus to hover across slots. This are my settings:
https://i.imgur.com/Yr5AVfl.png
https://i.imgur…
I also hope to make it:
If the previously hovered slot is disabled (e.g. the item is gone because of the story), the cursor will go back to the first slot when the inventory menu is opened again.
Thanks, the simulate input function is very powerful! But when I press the right input, the horizontal axis will become 0 and character not moving, I tried AC.KickStarter.playerInput.SimulateInputAxis ("Horizontal", -10f); without success.…
Regarding issue 1:
Thank you so much for adding the feature to save the Animator Controller in the Remember Animator component. In the manual it says the feature is an option. While I can see the new "Set default" check box, I cannot find…
* Thanks.
* In this case I think it is a custom script attached to the NPC rather than a general issue. I will solve it inside the script.
* Understood.
* The Player (or NPCs) will have its standard animations (walk, run, idle etc.) changed in some events, and I currently handle this by switching the Animator Controller in the Animator component . I hope such change can be saved.
* It happens both…
Got this, thanks. By the way, I found in Character: Animate, the walk and run speed scale cannot be changed if the character animation engine is set to *Sprites Unity Complex**.
Thanks it works, but except one case: When the NPC has to walking along a path while playing a custom animation at the same time, it always play the walking animation. I tried putting the Character > Animate action in front, behind, and parallel …
The Inventory Menu Appear Type is set to On Input Key as it is toggled with a key press, but it has to be disabled during cutscene. I now know it can be done by Menu: Change state, but I am hoping I don't have to put the Menu: Change state action in…