I have bypassed this issue by writing an outline shader that triggers and grows to an adjustable size around the object when hovering over the hotspot. There is a script on the object you want to highlight then one on the hotspot that talks to it. T…
So...on the off chance it helps anyone. Please don't do what I did and spend 3 days trying to hard code a transition system that hooks into AC and realise that there is one already built in that handles both in and out transitions through the animat…
Alright, 90% of the way there. Triggering the turn menu off just poofs the portrait too quickly for the animation to show so I need a way to trigger it before the portrait is turned off. Does anyone have a link to details on reading a variable set i…
I think I may need to set up a variable that can be switched back and forth in the action list. I set up a tween for when the menu is turned on and one for when it is turned off. I am turning the portrait on and off manually. The turn on animation w…
The issue arises when I turn things off during a talk action sequence. Which I often have to do when characters change/leave or something like a conversation choice occurs.
Before I left for work I did manage to something to sort of work when the …
Sadly that doesn't seem to work. I set up a quick debug.log to fire when the menus are turning on and using whenspeechplays does trigger with the OnMenuTurnOn but using manual only works the first time the menu is called into the conversation. All …
I shall give that a go now. Thank you. It looks similar to how I got it to read if my text had stopped scrolling to make it show a next button and that worked so fingers crossed this does the trick. I'd tried something similar to this by setting a c…
That worked wonderfully, thank you Chris. Granted now I have the urge to redo my whole UI with Unity UI but that is a me problem.
One last quick question though, Using TextMeshPro is there any way to change the colour of the text once something has…
bashes head against the desk Never mind. AC just hates TextMeshPro. Changing my UI buttons to use standard text fixed the issue. Now to just work out how to change text colour once something has been selected before.
Alright, got the UI made and attached and it is working the way I want it with one huge caveat. It isn't putting the text from the choices into the box. The choices are working correctly when you click on them, and it scales and reorganises the numb…
I completely forgot I could just use Unity UI. Got so used to just doing it in AC. I shall tinker with that in a moment then. Glad to see I wasn't going mad though if it can't be done in AC.
Thank you Chris.
It's a 3D scene, though I admit I haven't built most of it yet. I always try and solve problems like this with block outs before I commit to making assets. I will throw something up when I'm working on it again though.
The location only has 3 rooms…