Ah okay. Yeah, it's set to Number. Thanks!
Wound up writing around it and passing the scene name as a parameter to an ActionListAsset, I'll probably leave it like that tbh since it comes with the benefit of being able to play dialogue/ fades etc as…
Pathfind is checked. Markers are on the navmesh, but characters are held offscreen until they enter... is that the cause of the problem, then?
What's the best workflow for keeping NPCs offscreen until they're needed?
Hmm, worked perfectly for a bit, but I can still trigger it occasionally with this error:
IndexOutOfRangeException: Index was outside the bounds of the array.
AC.ActionCharPathFind.Skip () (at Assets/AdventureCreator/Scripts/Actions/ActionCharPathF…
Always the next thing you try after asking for help, isn't it?
In case anyone else has this problem after a Google: looks like AC still takes 'Display time factor' into account even if it's running VO wavs. Setting that to 0 seems to have fixed (or…
Thanks, I'll hook something up later. I don't think it's a spike, it feels like the character is being forced out (as if two colliders are embedded). I'll check the pathfinding, see what that does.
Aaaand I'm an idiot. No need for the overriding Run function anymore, which fixes the issue.
Simple template for an extendable ActionSpeech in case anyone needs it: https://pastebin.com/gZQikSBH
Ah- progress. Shifting the speaker assignment from Run() into AssignValues before the base is called sets the character up perfectly. Works a charm.
Any help on issue 2 would be much appreciated!
It's a bit of a faff. Everything's set up properly- I eventually added a script that moved any DialogueUIs to the active scene, added the UI camera and set it in the appropriate place in my Canvas hierarchy and set the draw order and then... eugh I…
Okay, so because the DialogueUI is a prefab, it needs to be type Overlay because you can't supply a Scene camera... which means it'll always get drawn above any canvases of type ScreenSpace Camera.
If I set it up in Awake to be part of my Scene, an…
Yeah, I tried that and it resolutely refuses to work.
I'd figured it was my Canvas set to ScreenSpace - Camera, and the DialogueUI one at ScreenSpace - overly, but even with some hacks it doesn't seem to make a difference. Will look into it some mo…