Duplicate for each line? lends to the consistency, but unfortunately it ensures that the mini-fade appears 100% of the time.
I've had a go with an AC-based menu, and unfortunately it's giving me the same results (along with the Duplicate test).
Woul…
Digging around, it appears that the resizing issue is to do with the Content Size Fitter updating the panel's size before the stage of a cycle that it updates the text. So, letter-by-letter typing works okay, but when all of the text suddenly appear…
You can change textures using the ActionList (Object > Change Material), so that might cover what you're thinking of. I think you could probably do the dragging if you had "Drag and Drop Inventory" ticked in the settings menu, but I cou…
Just in case anyone's curious, or goes digging around for answers on this topic, I've found one that seems to work at the moment - mostly. It's giving me the right kind of shadows on a transparent object for the most part, though there's a little we…
I've got a similar arrangement in that I'm using four different characters as "costumes" for the player, but it retains them as expected in mine. Is Character A the one set as default in the AC Settings menu? Just making sure, have you set…
I haven't touched any of the settings on the menu, this is exactly as it starts from UnityUI default, but your suggestion has helped that - it appears to have defaulted to None for the transition type (and I'm sure it was Canvas Group Fade last time…
Unity 5.3.5p8, and AC 1.53 are what I'm using.
All three children (Panel, txtSpeaker, txtSubtitles) are enabled, and all of their components are active. I added a couple of other elements (Button, image) to see if they'd appear as well when the UI b…
Apologies, the last issue was me being silly - I seem to have disabled the button in the hierarchy. It's now working as expected with the Mark options already used? switched off.
Hm. Switching the Mark options already used? off has half-fixed it; the next button no longer appears at the bottom of the list (and therefore the error in the console doesn't manifest), but the previous button still doesn't show up.
Ah, a new version!
Okay, having updated, here's what the error is producing.
IndexOutOfRangeException: Array index is out of range.AC.MenuDialogList.RecalculateSize (MenuSource source) (at Assets/AdventureCreator/Scripts/Menu/Menu classes/MenuDialog…
Apologies for resurrecting an old thread, but I've got the same problem coming up in the latest version.
I've got the default context-sensitive mouse control scheme, and have been testing the game at two different ratios to ensure compatibility. At …
Hm, that's odd.
- "End on last frame" is unchecked- Lip-syncing is off- If the speed is below 60, the animation sticks on its first frame- I'm using the Unity UI prefab to draw the subtitles- I have not, thus far, implemented expressions o…
I've been building some things with AC that work with Oculus, so the theory is sound, though it'd probably take some work to get it functioning with the special controllers.