Maybe I solved: I duplicated the animator controller and delete the status in the controller and seems to work. Then I applied the new controller to the local player. Is it correct?
Hi again Chris. I tried the workflow described, but maybe I make something wrong. I drag the Player prefab from the root to my scene, and this is ok, but, when I open the animator tab and delete one of the animations inside, it deletes the animation…
thank you very much Chris. I have to try the local Player. Actually I have a prefab on the root of my project, so he can load in every room. To create a local player that overrides the default is enought I copy the default player from the root into …
Hello Chris, thank you. I checked: on settings manager, in audio settings, I have Audio Sources, while on the options menu, SpeechSlider is connected to Speech Slider affects and SFXSlider is linked to SFX Slider affects, so I think they're ok.
May…
Hello Chris, thank you very much. This system is almost correct. Now I have this little issue: I created an ActionList to close all the menus and then I run it at the start of each inventory interactions, and it works...but...for some menus I have a…
Thank you Chris, here more details:
I created various menus (actually I link two, but the problem is on all the menus). I used them when, in inventory, I click with RMB to examine. In this way I can open the menu and show, in this case, a letter. So…
I solved with the script: I have two languages and I have to check "Speech audio can be translated" and "Use original language audio if non found". Now it's all very quick and the switch between the scenes is always fast. In the …
Hi, I update to 1.66.1, but, before using AssetBundles, I tried the script in https://adventure-creator.wikia.com/wiki/Auto-assign_custom_speech_audio.
I don't know why, but it seems no to work. Now I can use it without errors: I use Adventure Crea…
Thank you Chris, I tried the script, following the instructions but I have some errors in the console and seems don't work:
Assets/WillyMorgan_R02/Editor/CustomAudioManagement.cs(143,57): error CS1061: Type AC.SpeechManager' does not contain a defi…
ok, thank you Chris. Actually is there a way to reduce this problem? If I assign manually the name of the voice file to the text could be better or nothing change? I ask before start to associate more than 400 files.
Hi Chris, thank you: yes I mean character's speech. I'm using Sprites Unity and I tried "Don't animate speaker", but I can't synchronize the action: for example I'd like my character opens a drawer and at the same time, talks, or, opens a…