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A feature of Action comments is that they can also contain variable tokens. Inside the comment for Action #1 (the Variable: Check), try placing:
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Scene#1 with Global Conv#1 -> Scene#2 without the Global Conv#1 -> Scene#1 with Global Conv#1 = Wrong Options enabled/disabled.
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with the Object: Animate Action. Your method #1 should work, however, so please share screenshots and details so that I can see better exactly what's going on.
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i.e. a closed mouth. The next, "Frame #1", would then store "AI" as well as any other phonemes you may have that need the same graphic.
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When I press again from the #0 Main Menu to the #1 AC scene, the Scene freezes. I don't see the touch cursor, and nothing happens until I press ESC, after that everything works well.
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From what I understand you could use some variables and for example: In Scene#1, when talking to a character you can change a bool updateConversation, and then in Scene#2 when talking to a different c
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a part of my first solution) (Just ignore lag #1, it's just my shadow sprite).
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I used the function "Find global reference" from the variables cog menu. The function is quite cool but it has it's downside. The variable I was searching for was found 6 times and t
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* I seem to be having an issue when the bubble switches characters it will have one frame where the bubble will be the size of the previous dialogue. It happens very quick but you can definitely tell
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So far as I can tell, #1 is a Unity issue. Unless you override with a delegate (see the Manual's "Remapping inputs" chapter), AC relies on the standard Unity Input.GetAxis method to
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Of course I tried Gather Text but afterward the new entries don't show up in the Speech Manager. Neither does the default text I entered into the Journal on Page#1 (although it shows Text ID #740)
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This puts the camera exactly where it should be / where my scene view is positioned due to step #1 and now I do not have to move the Camera around.
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My absolute #1 ask for AC would be to be able to keep its code separate from my own, optimally through being able to keep it in a separate assembly. Feel free to inbox me if you would like to discuss
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The ActionList: Run Action can be used to have an ActionList asset trigger a scene-based Cutscene, and you can rely on having such a Cutscene share a Constant ID number with Cutscenes of the same purp
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No, I meant suggestion #1.
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2. The "Run now" button is greyed out when the game is not running. If fixing #1 makes no difference, try clicking it during gameplay.
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* The NPC becomes the Player again, but the Player spawns in their position from #1
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#1: "Hey there!"