Yes, that's what I have, here are images of the menus. And here is an example of how a hotspot interaction is set up to "look at", but it's showing the "other interactions" icon instead.
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If by that you mean the new menu I made using the interaction element but using AC, then no, it's the same as the other one, the icons move from where they should be, and I can't really show you the problem with the conversation menu as it's…
Hi, I changed the script line and that made the icon appear, so now it's working pretty much exactly like it was before, but it's not changing the icons, it's always the default one, even though the interactions in each hotspot are set to "look…
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Okay so here's a picture of the game choosing FullHD resolution, and here's using QHD, for example. The FulHD one is the correct one. No, I'm not enforcing an aspect ratio in the settings manager.
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Okay so I made the new menu with AC for now and using 1 interaction element as the icon, when leaving "For fixed icon?" checked it works similarly as the system I had before, so it only displays the given icon. I tried unchecking i…
Also even though the positioning worked well with the 1 icon method, appearing correctly over the hotspot like I originally wanted, I realized that when changing the screen size from fullhd to for example 4k, everything scales correctly, as I set up…
It's Context sensitive, but sorry, I'm not exactly sure how to achieve it the way you're describing. I was looking at the interaction menu but everything is in relation to the cursor, and it's a list of icons, so I'm not sure how to do this with the…
Ohh okay, I see, I hadn't set the boundary element as parent and that worked, thank you! Also another question regarding the hotspot icons, I'm trying to change the icon based on the type of hotspot (character, objects, doors), I'm aware this is usu…
Hi Chris, I was wondering if this also works when using Unity UI, as I was going to change the menu but ran into some problems, I switched to Unity UI, made a canvas with the hotspot icon as an image in the middle and set this canvas in the menu. Ev…
Thank you Chris! I managed to make it work, I ended up changing the line:
var element = menu.GetElementWithGameObject (gameObject) as MenuDialogList;
for the line:
var element = menu.GetElementWithName ("DialogueList") as MenuDialogList;…
Hi, thanks for the reply.
I have a question, how do I tell the script to change that variable before the conversation appears on screen? So that the icon appears at the same time as the conversation.
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Yeah that's what I thought as well, but…
Thank you! The style sheets worked perfectly for what I wanted to achieve!
I’m not sure if the portrait solution is what I’m looking for, I’m not trying to animate them, they’re static portraits, 1 for each expression. I realized later that this ha…
Also about this same dialogue, I was trying to add portraits and expressions, but AC is not letting me add my sprites as the portrait texture, I have a spritesheet of expressions for each character and it only lets me add the spritesheet itself, not…
It would be the conversation menu and the subtitles one, as this is all over the dialogues.
I was thinking maybe tokens could work? But I'm not sure how to go about that, I'm still a bit new and I'm not a programmer
Hmm I don't really understand how things work more technically so I wouldn't know, sorry. But I'm trying to understand where it is I should declare the variable in the first place, I thought I had to make it in AC in the variables manager, but maybe…
Thank you! I'll try that script.
The exact message I get is this one. I get how to declare variables in yarn, but this variable is global in the project, so I declared it in AC because many parts of the project have to check and edit that variable.…
Hi again! Thank you for the explanation, I understand a lot better now and managed to make it work with an NPC, but I have a couple of follow up questions:
1. How do I change the characters animations while they talk? as this was previously handled …