Yes I've tried that and I get the same error in a non-AC scene. I'm looking for way to resolve it. No other forums have supplied an answer yet so I thought I'd look here and see if anyone had the same issue.
I'm not sure I understand fully. Maybe I phrased the question wrong. I'm using lip syncing from Speech Text to determine the mouth shape. So naturally when I switch to French language the phonemes are different and no longer matches the voice (It's …
In case anyone is looking for a solution right now I have made something really simple.
public class ShowHotspotIcons : MonoBehaviour{ public GameObject animationObject; private Hotspot[] hotspots; private List<GameObject> flames; …
Right now I'm using only from Speech text and the result together with speed is alright. I'm setting a speed of .8 and I have 10 phonemes.
The timing issue is that sometimes the sound is slower/faster than the text which is understandable since I'm …
Yes Sprites Unity.
Aha so maybe it could work setting them up as frames in a Spine animation too. Didn't know if Unity would read as frames in the exact same manner.
I was however able to use the phoneme parameter together with the GetSpriteDirect…
Yes it's a custom integration that uses the Sprites Unity animation. Meaning I'm using the AC animation logic and then I have assigned a script to every state that points to a skeletonanimation:
public class SpineAnimationScript : StateMachineB…
OK I'll check that out. Thanks a bunch!
For clarification I want the inventory to slide down when I scroll down and then slide up when I scroll up. If that makes sense! :)
OK so I've sort of gotten it to work now. But it won't remeber the position in the scene when I switch back to the main character. Any help? I've tried replacing the player and using appear in new scene.