I'm using it via a Menu Action List. Unity 2018.3.14f1 and AC 1.68.4
EDIT>
It worked after I added the script as a component in the on start cutscene. How can I use that script or add it as a component for an UI windows that appears from a set …
That's the method I'm using now, by storing the players choice into a global variable and calling the [var:x] as a token.
What I'm looking for is to automate the process of writing all this: "this is [var:0] and [var:1] is looking for you. […
Well, Chris; it is actually set up that way and if I use your lip sync "From Speech Text" It does work without problems.
Here's a screenshot from the player component
(Image)
Here's also the dialogue settings (not sure if the label cou…
I'm using the latest version of papayo: https://my.smithmicro.com/papagayo.html
And there's no difference with the change; which version should I be using and where can I find it?
I used the moho format too for importing with no results:
MohoSwit…
Console: No, nothing related shows up. I'm having two main players in the game. They both share the same name since one is the character with different clothing.
I am using blendshapes, is for a 3d Project. I'm adding the files you're asking me for…
I can confirm the error related to AC is solved, now it compiled in one build, but with the compiling errors related to the Animation Window Control, that seems to be part of a Unity problem.
If you meant Icon, Screen and Resolution and Splash image, they are default.
Edit: Just made desktop build, all works fine without the errors and compiling, this is only happening with WebGL.
Yeah, is kinda weird, here they are. I have Unity Analytics enabled, but not currently using in any script yet, only analytics is on.
Here's for Desktop
(Image)
Here's for Web
Yes, these appears in the Unity Console.
Versions:
AC 1.62.6
Unity 2018.1.1f1
The strange part is that I get those errors each time I try to compile the project, if I try to compile/build it a second time, it does work.
Thanks Chris! I wasn't sure if that was part of the system or not, I didn't expected the extra script and it works like a charm. Both Blendeshapes now are in sync using the Play:Speech node!
I would even tho' advice you to have this script as part …