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…
Okay, can't do it via an action, but had a pilfer of the code and nabbed the appropriate parts. Plonking it here in case someone else needs it
AC.SceneInfo sceneInfo = new AC.SceneInfo(AC.ChooseSceneBy.Name, scene, 99999);AC.KickStarter.sceneChange…
okay - looks like accessing AC.Kickstarter.SceneChanger.subScenes and clearing it (or removing the reference to the one in the scene to be removed) does the trick.