'Survive screen changes' wasn't really as elegant a solution as just having an Action Asset that creates the character called from OnStart, tbh, so I went with that! Means I am actively creating on scenes where I need her, rather than actively destr…
With only a single line imported in the new CSV it doesn't take long BUT it also doesn't implement my changes. https://imgur.com/a/vUU51QT
In this screenshot, the [e:shock] tag is something I've added in the csv. That line is the only thing in the …
Ah! So is it smart enough to only import single lines in the CSV?
If I export everything, delete the lot except for one line, make a change, and import, it'll just look at the OD, set that one line, and ignore everything else?
I'd sort of assu…
AH. I did not see the 'Import as Translation' option, and was doing it as Original Text. That was instantaneous. I am an idiot.
One question remains though, if I wanted to import over my Original Text with some tags, is that doable? And would remov…
Thanks Chris. Here's the screenshot of the settings: https://imgur.com/a/ePh2FzE
I exported the text, filled the French column by copy-pasting over, and tried reimporting it.
My understanding from an old forum thread was it's not possible to edit …
Some progress: I've managed to write a tool that checks if the Addressable exists (ie Player1138), I just need to get at the LineIDs that GatherText finds. Any heads up would be much appreciated!
Ah, Kickstarter.speechmanager.lines holds everything…
Digging in a little more. It looks like my issue is actually down to the fact that SpriteFader.isFading is getting returned as true, causing RememberVisibility to declare the SpriteFader to be mid-fade, which then ignores the colour value in favour …
Yes, I'm looking to sort anything that's speech. Description filling out with the object name is certainly going to be a huge help keeping things organised.
However, I've found a csv will generally work much better in the booth and for the audio en…
PlayOnFinishConversation is a component that exists and work perfectly. If anyone else find this, slap it on the same GameObject as the Conversation and assign an ActionList in the inspector :)
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…