Not with AC's provided cameras, but a custom camera script should be able to do it pretty easily. If you have a camera script you wany to integrate, just attach AC's "_Camera" component to make it visible to Actions / the Scene Manager.
Attach ConstantID components to the prefabs and check Retain in prefab?, then make sure the scene objects share them. Then have the Actions reference the prefabs instead - when the lines play, they'll play from the scene objects that have the same …
Welcome to the community, @joveguille.
I think generally users would want to have some variation in player lines anyway, even if e.g. "It's the door" can't be said too many different ways. I do understand your point, though.
It's not po…
AC is checking for the various button clicks continously, as any input should be.
The input check, and hence your delegate override, is being asked if a given button index (int btnPressed) is being pressed.
Your override returns "true" i…
There is no GetItemClick custom event - what are you referring to?
If you're running this all in Update anyway, you can just read the selected item and store it in a temporary variable:
InvItem lastSelectedItem;
void Update ()
{
if (KickStarter.…
The position is only changing by 0.02 / 0.03 units - how large is that on your game's scale?
The yellow circle is the centre-point of the root object, as AC places it there automatically. The position of your Anima2D rig / spritemeshes is not fixe…
An NPC of what animation engine? The walk speed can generally be changed using the Character: Animate Action, with a Method value of Set Standard. When changing the Walk animation, you have an option to change the speed. Placing such an Action in…
Are you using a custom EventSystem, even just one present in the scene file?
When the Input method is set to Keyboard Or Controller, AC has a built-in way of blocking mouse-clicks - so there's no need to have a raycast-blocking panel. This is prov…
When OnStart finishes, it immediately runs another Cutscene named "KevinWalk" - what does that do?
There's no need to run OnStart again if you're resuming the path beforehand, and doing so is what's causing the issue. I don't know what K…
Can't see any issue with the resume path feature - check that you're specifically commanding him to resume the last path only, and in the latest release.
To block mouse clicks, or control how and when AC detects them, use custom input overrides - also see the "Remapping inputs" chapter of the Manual.
The "InputGetMouseButtonDown" override, when defined, causes AC to refer to this…
1) How do I refer to the Hotspot object that has been passed onto the ActionList?
GetParameterWithID returns an ActionParameter class instance - you'll need to then read that parameter's gameObject value, and get the Hotspot component from it:
Act…
Be aware that Hotspots also have a "Single-use interaction" checkbox that overrides their behaviour to single-click (no Interaction menus). The 2D Demo uses these for its own scene exits as well.
But to make the player walk somewhere at …
You should be able to do this using custom events.
When an item is taken from a container, it is automatically placed in the player's inventory. At this time, OnContainerRemove is triggered, which you can use to access both the Container that was …
That's not really a question specific to AC, and it's generally down to what best suits your art style. Unity, and AC by extension, also allows for multiple resolution options to be shown - so you're not limited to just one.
This is indeed a more general Unity topic, but a number of tips specific to AC can be found in the "Performance and optimisation" chapter of the Manual.
I shouldn't think having multiple Animators (unless we're talking many) makes much di…