Welcome to the community, @krupek.
AC comes with a Graphic Options UI template, that can be used to let the user configure resolution, graphic quality and more.
To install it into an existing game, use the New Game Wizard and choose "Modify e…
Thanks for the details.
This looks to be related to the Graphic Options UI's "Global String Variable", which stores its related data.
By default, this should be linked to a Global String Variable named "GraphicOptionsData" - is…
AC integrates with Localization in two key ways:
* Text lines gathered in the Speech Manager can be synced with Localization entries.
* The game's language can be synced with the Localization language.
"Custom translatables" (see the Man…
Welcome to the community, @tis_I_jb.
I'll need some more details about the issue to get to the bottom of this.
Could you let me know the exact error message that appears - stacktrace included - as well as your Unity versions, the time this message…
Turns out the Conversation options wasn't a big issue - I've updated the Chat Log to include clickable Conversation options, and added it as a package to the Downloads page.
On the 2D/3D topic: there is an asset on the store that assists with 3D ch…
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Sort of - I can get the "What was that" line to repeat if I press "c" at this time.
One thing I'm noticing is that many of your ActionLists end with an ActionList: Run Action with Wait until finish? checked. As these ar…
For the lamp issue, it's a case of the variable not being reset before it is re-run as a result of skipping.
To fix: add the following to AC's ActionVarSequence script:
public override void Skip (){ if (runtimeVariable != null) runtimeVariable.…
Welcome to the community, @pixelRant.
Firstly: apologies for the delay in replying. Your post mistakely ended up in the automatic spam filter - I've now verified your account so it shouldn't occur again.
Regarding the 2D/3D situation: in AC terms…
In 2D?
Your scene's art will comprise of sprites drawn with Sprite Renderer components - you can alter their "Color" fields to give them a darker tint. This property can be animated if you want to control it through animation.
Alternati…
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Odd - this is with all of the EquipmentExample's original Managers loaded as well?
Does the example scene also have the "right click required to deselect" issue in your video, or is that limited to your own game?
Though it's admi…
You're affecting the Player's Tag - but how about their Layer?
When they attempt to stand, a Raycast will be performed to check if any objects on the "Stand Layer Mask" are in the way.
The Player's Layer is "Ignore Raycast" by …
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I'll attempt a recreation, but the most reliable way to check this is to remove the Animator controller asset from the Animator. Does the bouncing persist?
Thank you for the details, @lukek. I believe I have recreated the issue.
To fix, make the following two changes to the codebase.
1) In the SceneInfo script, look for the following around line 149:
openSceneHandles.Add (filename, handle);
Just u…
Welcome to the community, @sidebyinteractive.
Thanks for the details - I've recreated the error message that appears. It'll occur if the Player prefab is placed in the scene file, rather than spawned in at runtime.
I've amended the package with a…
The ActionList only loops back if input is detected. If no input is detected the moment the ActionList begins, it'll end due to the If condition is not met being set to Stop.
Where possible though, I recommend the use of Active Inputs over the use…
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Thanks for the info. Unless you re-ran the Wizard again, I'm not sure how a duplicate would have appeared - but it's possible its another symptom of the original issue.
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Whenever possible, known issues are generally fixed within the…