I have it set to Lip Syncing for Portrait and Game Object because there are certain cutscenes where I switch to larger 2D or 3D sprites, however, this causes Sprites Unity 2D characters to produce jerky motion because instead of playing a simple Talk animation like I want them to, the frames will shuffle around as if they're phonemes.
Is there a simple way to disable Lip Syncing when it's not in use, or to disable it for certain characters?
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Any Manager field can be changed at runtime through script - just right-click the field's label and choose "Copy script variable". In the case of the Perform lipsync on field, it's:
This can be modified in a custom Action so that you can change it when such a cutscene begins and ends:
Any Manager field can be changed at runtime through script - just right-click the field's label and choose "Copy script variable". In the case of the Perform lipsync on field, it's:
This can be modified in a custom Action so that you can change it when such a cutscene begins and ends:
Thank you! I looked at the custom actions but quickly got stumped.
Unfortunately, when I put this script in the Actions folder I get this error:
The script '...\TEoA\Assets\AdventureCreator\Scripts\Actions\ActionLipSync.cs' must derive from AC's Action class in order to be available as an Action.
-> AC debug logger
UnityEngine.Debug:LogError(Object, Object)
AC.ACDebug:LogError(Object, Object) (at Assets/AdventureCreator/Scripts/Static/ACDebug.cs:34)
AC.AdventureCreator:RefreshActions() (at Assets/AdventureCreator/Scripts/Managers/Editor/AdventureCreator.cs:5
Restarting Unity should solve it, though it's best practice to place any custom Actions in a new folder outside of your AdventureCreator directory, and then point to it via the Actions Manager.
I placed the action script in another folder and restarted Unity (several times) and still get the error.
The filename is wrong - it needs to match the class name.
Rename it to ActionSetLipSyncMode.cs and it should work.
Ohh, okay, thank you!