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Timeline is a viable option then. Great.
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Good point, this way the coroutine could be started from the event and thus there would be no need for the custom action.
Even though I have to yet decide what approach to choose, I have all…
Thanks for the details, Chris. I tried your suggestions and this is my result.
Speech-scrolling and wait tokens breaks skipping behaviour, it requires to then click twice.
Timeline prevents speeches from being skipped.
Splitting lines by carriage r…
Setting the char's speed seems to be the best way to do it. Didn't thought of it at first. I think it would be best to combine it with a StateMachineBehaviour script attached to the transition animation in your Unity Complex Animator.
public class …
Hello Kakyouin, please read the forum rules.
Unity Sprite Complex is great animation engine to achieve that transition, creating that movement delay will be tricky though. I believe there's currently no way of achieving what you want directly with …
I'm seeing the same log.
It's happening inside AC.Char.GetTargetRotation when lookDirection equals Vector3.zero.
It's triggered by Unity's Quaternion.LookRotation.
To me it happens only once, on the very first call when the game begins.
I'm referring to the phonemes listed in the speech manager. Exactly what you're describing. One animation have all these phoneme frames in order. I believe this "normalized time" would be useful in the Unity Sprite Complex animator control…
I'm sending you an example package to DM. Specific information describing the lip sync issues is inside an included readme.txt file inside the package.
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Sorry I was just trying to keep this post short. This is the AC method I took the naming…
After some debugging I can see that the game never actually goes into gameplay state before saving.
I'm not too savvy on that topic, but I suppose the reason is that it's all hapenning in a single frame since it's all handled by a custom script.
I…
I have a "SaveInput" menu which pauses the game, though I'm turning the menu off before the actual save. The game should not be paused.
CloseMenus();SaveGame();AC.PlayerMenus.GetMenuWithName("Menu").TurnOn();
void SaveGame() { …
It seems rather complicated. Anyway since this is not an AC's issue, I won't be discussing this issue here furthermore. I'll probably just choose to avoid using the Vector3 variable for now.