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#1 could be a custom Action, while #2 coulld be done through the OnVariableChange custom event (perhaps an additional OnVariableCheck event would benefit here). If you can give more detail about what
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Otherwise, you could introduce an ActionList: Check running Action in between Action #0 and #1 to prevent #1 from being triggered if al_EnemyPatrol is already running.
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Once the option is checked, add a language (Language #1) and name it. Then export the original text, but make amendments to the new language. Then import this new language, not the original text. B
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So, point #1 is SOLVED (can not edit original post).
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error CS1502: The best overloaded method match for `UnityEngine.AudioSource.PlayClipAtPoint(UnityEngine.AudioClip, UnityEngine.Vector3)' has some invalid argumentserror CS1503: Argument `#1' cannot co
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Sorry I should have cleared #1 up a bit more.
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first-available option, not necessarily index #1. If you were to have true indices instead, you would then have to ensure the Conversation's first option is always enabled.
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What I try to achieve is the following:* In scene A, the player triggers an action which will make (child) object #1 of the parent GameObject's instance visible. This child object of course has a &
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The "original language" (0) in my game is English yet the game is choosing the second language / first translation (1) as the default language instead of English. "Prevent …
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Still super early in our development but we wanted to share images from our upcoming point and click game. Made 100% in AC.
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Choosing Combine on hotspot #1 triggers the action list- Inventory : Select item.
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Alverik : Thanks. Indeed the Edit/Project Settings/Player answered all my queries. I didn't mean by UGLY the Unity splash screen, that is OK, I meant the Configuration one and that now will be OK.
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If there's an ActionList: Run in chain #1, it won't stop the Actions in chain #2 from being read - only affect the order in which they're skipped.
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I did not understand that the Run in Parallel will skip the actions by their number (1 first, after it is done, 2 and so on).I guess that also means that, if a "Action:Run" is in #1,
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PS#1: The game will have exploration and some light platforming and other stuff so regular drag movement setting is too imprecise. Edit: And I can't seem to disable drag movement if I set the control
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This might be a little late, but anyways, I had the same issue (#1) where Unity UIs don' get focus when attached to AC, and I fixed it by attaching a script to the main button in the UI (and setting t
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still get the jumbled translation from Language #1. I don't want to delete the translation language as all my new dialogue is in that file. How can I force the game to use the original language when
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name "Laughter" and Expression #1 the name "Anger". I've set Expression ID integer to "Expression" and created a parameter in my animator control