Welcome to the community, @jeff.
I'm not familar enough with Cubic VRs in Unity to be able to fully answer - but AC doesn't make reference to them in the code base.
If you can place such a cube in 3D space, AC should be able to work with it - it r…
So you're now using two Animators? One on the root, one on the sprite child, correct?
AC will only control one Animator - and if there's one on the sprite child, then that will take precedence over the base one.
You shouldn't have to rely on two …
The second Debug statement won't call in your SaveData function because it is beneath the return statement.
However, I would say this is due to your diary not being a scene item. It is instead placed outside of any specific scene, which depending …
What versions of AC and Unity? Let's see your Camera settings and the camera that's active too.
I'm afraid your screenshot is not too clear to me - please don't crop images. Where is the pointer clicking in the image?
What you're expecting is in…
Apologies - I misread your post.
This looks due to your use of the "CursorHorizontal" input as an alternative input button. This field is intended for axes - not buttons. Since both of your Button elements have this set to CursorHorizon…
You don't need to iterate through each ActionList - AC's ActionListManager has an appropriate function:
AC.KickStarter.actionListManager.IsGameplayBlocked ()
@Mutajon: That is a separate issue, but not enough detail is given for me to address it. Please start a new thread detailing your full interface settings, with screenshots to illustrate the issue and I can look into it.
In the case of Anima2D, I would say your "Sprite child" should be an interim child object that has both the sprites and the rig as children. That way, AC can control its rotation (which is how it works) without it causing an offset in rot…
Welcome to the community, @KevapAerero.
It could well be a bug - it works for items when that option is made availabe when using Choose Hotspot Then Interaction mode. I shall look into it for you and address as appropriate in the next update.
There is not - an item's category is recorded in the item itself: see this entry in the scripting guide. However, it would be useful to have a function in InventoryManager that returns all items from a category - I shall add one in the next release.
Welcome to the community, @Calavera.
I'm afraid I cannot recreate this in the latest release. Please update your AC - even if it's in a duplicate project - and test again so that we are both testing with the same version, and that it still exists.…
I'm afraid it is - please post screenshots showing the item(s) in question in the Inventory Manager, your interface + inventory options in the Settings Manager, the Menu, and the ActionList(s) that run.
Regardless, it should be available for script sheets.
I shall see about having a "natural order" option when exporting CSV files. Their order when importing is irrelevant - AC checks the row's ID number, not the order rows are in.
Is this diary linked to AC's Menu system?
AC will disable/enable linked UI Canvases upon loading according to their internal "on" state. So if a Menu is considered "off", but you've manually enabled it, then AC will still belie…
Where is this diary in your hierarchy? Is it instantiated at runtime, or present in the scene file?
You will certainly have to share the code - you can use http://pasteall.org/ to post formatted code.
By that, do you mean one not in AC? That would depend on the nature of the script its written in, which you haven't shared.
If you're instead asking how to manipulate an AC global variable from a Unity script, see the front page of the scripting g…