I'd appreciate that, sir.
In the meantime, is there any way I can use an actionlist to mimic dialogue in the form of just a sequence of strings which I can then pickup / capture in a custom script?
In my case, dialogue from NPCs at least doesn't …
For anyone who is interested (I'd love to be able to edit forum titles with [SOLVED] for stuff like this) I've satisfied this for now by using the delegate AC.EventManager.OnStartSpeech
In my case I went ahead and:
• Made a child gameObject for my …
@kici I was in a similar position last night. I used -
https://adventurecreator.org/tutorials/calling-custom-events
And was up and running in minutes. Hope it helps!
Ok, I think I'm in a good position now. I misunderstood the integration setup but it started to work when I created a few different objects attached to the same parent. Now I can see the text appearing in the scene, linked to AC via the menu element…
@TheBear
Hello there. I realise this is quite an old discussion, but did you manage to get 3D text working? I'm trying to do something similar but not getting very far. I'm curious what you did in the end.
Actually, another useful thing to know would be is there a variable in script which I can reference which just has the 'current' text being displayed?
I tried accessing things like:
public class test : MonoBehaviour { …
Hey there @Clem
I'm just trying to get a TextMeshPro object working in AC and using that same integration wiki but with no joy. Am I right in thinking I need to create a gameobject with both a text & textmeshpro component?
Hi Chris,
I've got the subtitle menu configuration for certain chracters working, so that's great (well, one for the player and then 'all except specific characters'). Seems to do the job! Another really useful feature.
I had a look at the text m…
Thanks Chris.
Can I also double check, the way I'm triggering the cutscene via ActionList is by using this:
(Image)
Is there a more appropriate or dedicated action for triggering a cutscene? I was wondering if my activation method was causing pro…
Delving into this a bit more, I've noticed that the 'linked text' can only be passed something with a text component. Is there a way of extending / alterting this to accept Text Mesh Pro objects?
Ok, I've got this working but I don't know if it's the expected way of doing it. To succesfully block my custom script throughout a entire conversation I've had to do it this way:
void Update() { …
That didn't seem to work as expected. It goes true for about a frame, but then reverts straight back to false. For a bit of context, I'm triggering a cutscene (which is the hippo conversation tutorial).
I've just been pointed towards what looks like really nice asset; SpriteMan3D
https://www.assetstore.unity3d.com/en/?stay/content/115950#!/content/62572
Thanks @ChrisIceBox, got it working! So starting at 0, each of those interactions has a id (based on the cursor manager).
(Image)
Slowly learning :)
Thanks,Tem
The linked prefab field was exactly what I needed.
You can access it via AC.KickStarter.runtimeInventory.GetItem (1).linkedPrefab in a c# script to then instantiate it as a GameObject and do anything you want. Brilliant.
The more I use AC the more…