As the solution can vary depending on method, please provide more details:* What is the NPC's Animation engine?
* How are you playing the new animation?
* Screens of the relevant ActionList / Animator component
You're referring to the Console? What does it say, exactly?
You need to place it inside the class brackets, not replace the entire file. If you replaced all contents, best to delete it and try again - this time pasting the code beneath the first …
Thank you.
Unfortunately, however, I still cannot recreate. Using your same settings and ActionList set-up, the menu always disappears for me when I change scene.
Check that it still occurs in the very latest release (now v1.58), and if not - you…
Welcome to the community, @Historian_9.
You will have to provide more detail about how this ActionList is run normally - is it as part of a Hotspot interaction, Active Input? Is it an ActionList asset or a scene-based ActionList such as a Cutscene…
Camera.ScreenToWorldPoint is generally only used when raycasting - i.e. clicking on Hotspots or NavMeshes.
It is not used when free-aiming - only the delta change in the CursorHorizontal / CursorVertical inputs is used to determine the speed of cha…
Does the Hotspot highlight and the label show? When clicked, does the player turn to face it? Does this always fail to run, or only sometimes? Try moving it's position around the scene / closer to the camera to see if that makes a difference.
While AC is not a dedicated camera asset, it is still capable of crossfading, snap-cutting, and transitioning between cameras with a variety of speed types.
For something more, I don't consider it unreasonable to require a dedicated asset which wil…
If you're teleporting objects in and out of view, there's no need to also disable/enable their GameObjects. If you want to affect objects in bulk, just move them all to the same location off-screen, i.e.:
go.transform.position = new Vector3 (0f, -…
So you want the inventory to appear at the bottom, but act in the same way as the one by the Hotspot - i.e. appear when click on the Hotspot, and run an interaction instantly when clicked - correct?
In that case, you'll want to disable the current …
Disabling MipMaps and using texture sizes with multiples of four are two ways to reduce the graphical portion of a game size.
On the AC side of things, you can prevent the Demo game Resources assets from being included by removing the Demo folder. …
Please see the latest Manual's section on Custom Scripting, as well as the front page of the Scripting Guide for details on how to reference AC's scripts.
To reference the Cursor Manager, you use:
AC.KickStarter.cursorManager
You can also right-c…
Thanks for the report. I'll attempt to recreate it with the details you've provided, and will let you know if I need any more.
EDIT: Bug recreated. Will work on a fix for the next release.
You can use the Engine: Manage systems to temporarily disable movement. This will prevent the player from moving when not clicking on a Hotspot.
You can also un-check the Can move player if an Item is active? field in the Settings Manager to preve…
Subtitle Menus can be configured to display either character or narration text only.
Duplicate your existing Subtitle Menu, and set the For speakers of type field to Narration Only. It will then only show narration text, so you can modify it to su…
The ActionList: Kill Action allows you to end only specific ActionLists. To kill all, you must do this through script.
Place this inside a new C# script class:
public ActionList myActionList;
void KillAndRun ()
{
AC.KickStarter.actionListManager…
Use the Trigger prefab under the "Logic" section in the Scene Manager. This is used by the 3D Demo to switch camera when near the back of the scene - see the Manual's Section 5.7 for more.
You may need to call
Cursor.visible = false;
in a script when your new scene begins.
Are you using Hardware or Software rendering, as chosen at the top of your Cursor Manager?