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using UnityEngine;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionHotspotOneClick : Action { // Declare
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SO, I have a custom action script that changes Default Portrait Graphics, and expressions, however, it only changes the expression Index and not the Default Portrait Graphic - any ideas?
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#if !UNITY_EDITORif (animEngine == null)#endif
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#if UNITY_WEBPLAYER || UNITY_WINRT || UNITY_WII || UNITY_PS4 || UNITY_WSA || UNITY_WEBGL#define SAVE_IN_PLAYERPREFS#endif
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The type or namespace name 'VideoPlayerData' could not be found (are you missing a using directive or an assembly reference?) is the error I get. I don't use the video player as for now, thus I cannot
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#if !UNITY_SWITCH#define ALLOW_VIDEO#endif
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#if !UNITY_SWITCH#define ALLOW_VIDEO#endif
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using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifusing System.Collections.Generic;namespace AC{ [System.Serializable] public class ArrayTestExample : Action { public string[]
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namespace AC { [System.Serializable] public class ArrayTestExample : Action { public string[] messages; public int parameterID = -1; public ove
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using UnityEngine; using System.Collections.Generic; using Opsive.UltimateCharacterController.Inventory; #if UNITY_EDITOR using UnityEditor; #endif namespace AC { [System.S
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using UnityEngine;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionInventoryTexture : Action { public int
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using UnityEngine;namespace AC{ [System.Serializable] public class ActionSortingOrder : Action { public Renderer renderer; public int newSortingOrder; public override Act
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using UnityEngine;using System.Collections.Generic;using Aura2API;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionApplyResolution : Action {
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expressionID, GetExpressionLabels(character));}#endifstring[] GetExpressionLabels (AC.Char character){ List<string> labelsList = new List<string>(); foreach (Express
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using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionCharAudio : Action { public int charToMoveID = 0; public Char ch
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using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionPlayerWeight : Action { public int layerIndex; public float newW
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using UnityEngine;using System.Collections.Generic;using RootMotion.Dynamics;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionTeleportPM : Action
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UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class DomiFmodSetParameterAction : Action { [SerializeField] private AudioEventDefinition audioEventDefi
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void UpdateCameraProperties(){ maskCamera.CopyFrom( camera ); maskCamera.targetTexture = maskTexture; maskCamera.clearFlags = CameraClearFlags.Nothing; maskCamera.renderingPath = Rendering
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/** This is the text we'll make available for translation */public string text;/** This is the ID number our translatable text will be assigned */public int lineID = -1;public string GetTranslatableSt