Welcome to the community, @anthony8906.
If you're using AC's "Player switching" feature, then you can use the Player: Check Action in your ActionLists to determine the currently-active player, and run different chains of Actions afterward…
Yes - in the Settings Manager, look for "Audio settings" and change the Volume controlled by field to Audio Mixer Groups. You'll then be able to define mixers and attentuation parameters for each of the volume types, which are described i…
Yes - you can do this by using an Active Input to open the Menu.
The Pause Menu's Appear type is, by default, set to On Input Key - which means it'll toggle on and off whenever the supplied input button is pressed. The same thing can be achieved, …
Welcome to the community, @lordmazus.
Not officially (i.e. out-of-the-box) I'm afraid, but it can be added through some scripting to link the two together. @ezsilman actually posted such a script to the AC wiki here, but it may be out of date.
Ot…
That's right about the main intention with the journal system.
However, the Journal text itself is all stored within the Journal menu element that its displayed in. You can create multiple "books" by storing each one in a separate elemen…
You should just need a Constant ID attached to both of them. The Console should be warning you about it if they aren't attached when the tint map is changed.
1/2) And "OnStart" is running at the time? You can see if it is by checking List active ActionLists in Game window? at the bottom of the Settings Manager. If all "OnStart" is doing is sending Kevin along the path, and the rest …
If your total build is 655Mb for a single-scene 2D game, that's pretty huge!
These kinds of considerations are generally necessary for all Unity projects - rather than being specific to AC. I would recommend searching Unity's own forums and docume…
When in First Person movement mode, the MainCamera will automatically snap to your Player's First Person Camera whenever you are in normal gameplay. In this mode, camera-switches only work during Cutscenes, which occur while a gameplay-blocking Act…
Welcome to the community, @kwetton.
What is your chosen "Animation engine" setting for the character? You shouldn't need to create a separate animation state in the Animator if you're using the frame-flipping feature.
In the Player's In…
* Hardware or Software cursor rendering?
* Is the cursor animated?
* What is the "Texture type" set to in the Textures' Inspectors?
* Did you try ClearCache?
It won't, I'm afraid. The Camera: Shake Action can only affect AC cameras - not a third-party one.
UFPS's camera-shaking effect takes a different approach with its own Earthquake etc scripts - see this thread, for example. If you are able to writ…
Having a modifyable int array variable type is technically near-identical as modifiable PopUp labels, so the same issue still applies.
I see your point about keeping within AC / PM, as obviously AC itself is a visual-scripting tool. But the line d…
I see. Smart use of culling masks.
While I stand by my previous comment re: upgrading, I agree that you shouldn't have to go about creating multiple instances of the same Hotspot.
This could be solved by dynamically altering the "Limit to ca…
If we're both thinking of the same thing, you already can: the 3D Demo does this.
When the Interaction method is set to Context Sensitive, go to the Cursor Manager and check Change cursor based on Interactions? underneath the "Interaction icon…