@pavemi95 What you're looking for is the TextLine Project for Dialogue System. That asset is tightly integrated with AC actually, but you need to buy it first.
https://www.pixelcrushers.com/dialogue-system/dialogue-system-extras/
Yep, there are assets out there that specifically warn you on top of their own inspector when they're active in the Inspector and how that will slow down the editor.
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Exactly.
Though I'm positive that any dev creating an elaborate adventure game would find great use of a built-in full Playlist system. ;) As opposed to trying to integrate 3rd party audio tools that mostly refuse to co-operate with the AC …
Actually both the ability to organize by Playlist (or category), and to randomly shuffle (autoplay) these Playlists, perhaps all done in an expanded Music Storage window. Not sure if you deem this a viable idea, but it would add so much value to the…
Thanks. If you can't recreate, then it's a local issue again.
Asset properties are nothing out of the ordinary.
Occurs with different AC scene switches, yes.
I forgot to rename PauseUI to MainMenu, but it's otherwise intended.
The gameobjects that …
And there's also this, may or may not be related:
Resolve of invalid GC handle. The handle is from a previous domain. The resolve operation is skipped.
UnityEngine.GUILayout:Window (int,UnityEngine.Rect,UnityEngine.GUI/WindowFunction,string,UnityEn…
Scheduler is not a name I gave to any of my ActionLists or assets. I suppose it's Unity's own then.
No stack-trace, just this error message.
It happens on a basic OnStart ActionList upon scene change:
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During the above OnStart, there's th…
Thanks. Dropping a Sound instance into scene or Object: Add still won't let me manipulate the audio filter components on the audio source with something like Object: Call event from a different ActionList asset.
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(I know this is a hacky so…
Got it, it's one of those AC things I knew how to do but forgot. Need to link slider back from Unity GUI prefab to AC button/slider element -- which overrides Unity GUI elements.
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1 more question please: the UCC/AC setup now seems to be working fine without the HotspotDetector trigger attached to Player, with AC's Interaction GUI showing up OK.
(In fact, this is the only way I can make use of my self-made Examine system, with…
OK. Deleted the demo script, did an OnStart Camera Switch to UCC MainCamera, adjusted both 1st and 3rd person perspectives, and now it's fully integrated.
The in-game AC menu does show up in Default_MenuManager, the Pause menu does not.
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AC / UCC Demo scene. Setting movement method to Direct, and hotspot detection method to PlayerVicinity
UnityEngine.Debug:Log (object,UnityEngine.Object)
In…
I found the problem: the HotspotLabel calls for WD_HotspotUI's TMP element which never even existed, there is just a Text element present, which is now an orphan.
It's like the WD template made a silent update from Text to TMP, only I have to creat…
I mean the USE X, TALK TO X, LOOK AT X prefix text labels themselves under the menu cycle which normally show up with the WD template. These are what disappeared, even though the function is enabled.
I'm using the WD cursor manager and the UCC setti…
Thank you, SOLVED.
(On the URP project I made the noob error of using a mixture of both input systems, and AC was listening to the old input manager's CycleInteractions entry which I forgot to add in. It works without custom scripting in that proje…
Just checked WD template menu cycling on a different URP (2022.1.20) project, Button highlight (color tint) doesn't work there either. (Button navigation set to Automatic, as default.)
Thanks, with the script on each Button (and assigned), color tint does appear, but all mixed-up: when I cycle to Look, all 3 icons get highlighted, when I cycle to Talk to, none of them are highlighted...
Button navigation is set to Everything.
Edi…