Not sure I fully understand your problem, but if you want to move close to a Hotspot - you'll need a marker, because every Hotspot component has a Marker field. It's a great practice, you can even turn your character the direction of marker. It's mu…
It could be very useful.
I'll give you our own example.
We are going to translate texts to some languages. Make text translation is ok (from financial point) but we can't afford voice-over for every language. I guess, you could see a lot of old/new…
Now Load type is set to Streaming. http://joxi.ru/v29OZ7ph3n1gJr Different sounds might have different Load type. We are working with such approach: https://blog.theknightsofunity.com/wrong-import-settings-killing-un…
Now we are testing standalone version. Mobile will be soon.
I'm trying to say that we are aiming not on how to speed up game loading (I'm talking about our current task, in overall it's important too) but to reduce memory consumption. All these Impo…
AC - 1.65.0
Unity - 2018.2.14f1Speech audio clips were assigned manual and using AutoAssignCustomAudio.cs - https://pastebin.com/p8hJDqwq (it’s modified script from http://adventure-creator.wikia.com/wiki/Auto-assign_custom_speech_audio) and not sto…
Here is the Speech manager. Yes, I did like you said. Text was gathered some time ago when there were no labels and re-gathered when they were added.
http://joxi.ru/VrwYOpduOXoPb2
Now, when I've changed the name in translation it shows it the right …
http://joxi.ru/n2YdDYxio5og8m Settings
http://joxi.ru/8Anzv3qcjRjD1A English is default language
As for Speech manager it's more curious. It has gathered the right label for Original language only, and in English and Russian it put hotspot's name
…
I should notice that we are using custom Inventory, but nevertheless the following situation could appear with AC Inventory too:
We use Appear type: During Gameplay. Usually when Interactions start, the Menu disappears automatically. However if Inte…
@ChrisIceBox no, here I'm talking about adding functionality so some AC components. For example, we added few lines to FollowTintMap and FollowSortingMap so they can work with Spine-based characters. But AC overwrites these files and our code too
ActionList::Run in parallel make as many branches as you wish. But actually if you run Object:Transform and "Wait until finish" is unchecked your next command (PlaySpeech I suppose) will run almost the same moment after Object::Transform (…
Sorry guys, I think I found my minor mistake. I did'nt create animations with names like Walk_D, Idle_D etc, so probably Engine just could find them and I've seen no animation