Never prefab your Interactions, or any scene-based ActionList type. Always rely on ActionList assets instead - these get around the issues that prefab-based ActionLists have.
To change the contents of ActionLists at runtime, you can use ActionList…
Continuous is called every physics update, IIRC, so you wouldn't be able to use that unless you were using some custom Actions that account for the time-difference each frame.
OnEnter/OnExit should be the way to go, so working out why the timer doe…
If you're using a parameter-based animation engine (Mecanim / Sprites Unity Complex), probably best to introduce a boolean parameter in your Animator Controller that causes a different set of Idle animation(s) to play when checked, rather than chang…
All Remember scripts will save data for both save games, and for scene changing.
You say you're generating the conversation through script - does that mean you're defining the options at runtime? That could create a conflict, since the Conversatio…
The v1.59 release introduced a new save system that allows you to (separately) override AC's save-serialization and file-handling processes using custom interface subclasses. This is covered in Section 9.9 of the Manual.
The aim with this overhaul…
I've recreated the issue of vertical movement not causing characters to animate walking - I'll remedy that in the next release.
As for walking in 8-directions, I don't understand where that's coming from. Characters that have sprite-based animatio…
One thing I can tell you is that when the camera is high and rotated downwards the inclination increases (at least in the case of my background).
If by inclination, you mean the character becomes slanted, then yes that would be true. My point abou…
Absolutely - the built-in background image/camera syncing for 2.5D games is a convenience, but it's not necessary to use if something else is more appropriate.
You've seen in the tutorials that even a 2D camera can be used - and also know that if a…
When a Menu is locked, it prevents that Menu from opening even when its own Appear type setting matches the current condition - it doesn't prevent the Menu from being shut.
What is the Menu's Appear type value? If you want complete control over wh…
The error suggests that the variable doesn't exist - are you using the correct ID number?
When you say the var completely vanishes, do you mean from the Variables Manager? If so, that would account for the error you're seeing.
Are you switching t…
Welcome to the community, @BlueJay. For future reference, questions on using AC should be posted in Technical Q&A, but no worries.
If your first-person game is in 2D, you can just go and follow the normal steps for creating a 2D game - see Sec…
The Local Variable issue is because both your code, and the AC code that restores the variable values, occur in OnStart.
You can fix this by giving your script a positive Execution Order value, which will cause it to run after AC's Start function.
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The 2.5D tutorial fudges things a little because the backgrounds are photos, so exact camera data/measurements weren't available.
If the background is pre-rendered, then I'd say the way to get a "perfect" match would be to use the "M…
It is based on perspective - the pre-rendered and in-game camera must match, and as the image's camera isn't rotated downwards neither should the Unity camera.
It may be a case of offsetting the perspective matrix of the Unity camera, something tha…
I agree that it should be a viable option, and am open to specific suggestions. However, try it in the latest release. Improvements were made to exactly this area. What tests have you done, exactly, and in what version?
You can already use 3D ch…
Yes - parameters can be modified at any time. If you want to modify parameters in the same ActionList, you can get a reference to them within a custom Action's AssignValues override:
override public void AssignValues (List<ActionParameter> p…
1) Disabling MainCamera
If you disable the MainCamera, you will also have to enable your replacement camera. It's likely that it's not rendering because the Camera component itself is disabled, but you can enable that through script:
GameObject.Fi…