No more columns can be made, but I'll make it so that descriptions are set to the ActionList's name by default if not overridden by the Action comment feature.
Cannot recreate - be sure that you are using the latest release. Are you using Hardware or Software cursor rendering, and are Hotspot labels still showing correctly when hovering over them?
I second @Deckards_89's confusion about what's wrong with the image posted. The slider will still appear fully "empty" and fully "full" depending on the value - it's just that "empty" will mean 50, not 0.
Whenever you…
Please provide more detail. In what way are you animating objects? That the Actions are run from dialogue options should have no bearing on their effect. Screenshots of your full ActionList(s) and object Inspectors will be best to see.
How old a version are you talking about? It was like that only a very long time ago.
If you have access to the script that's performing the addition, you just need to insert the line above into it once the prefab has been run.
The way to automate…
Please follow my instructions, as it's the fine details that matter. I need to see the exact Actions you're runnig, as well as the properties of the Menu that is showing.
Can't recreate the problem, but be aware that tin the screenshot you're crossfading twice simulataneously because you aren't waiting for the first to finish before continuing. Try checking Wait until finish? on Action 2. If that doesn't make a dif…
You can set a Subtitles Menu to display for all speech, blocking speech and background speech. If you want a background speech and a blocking (normal) speech to display at the same time, you can create a separate Subtitles Menu used exclusively for…
As described in the scripting guide, AC.KickStarter is not a function - it is a reference that allows you to access each of AC's scripts, i.e.:
AC.KickStarter.settingsManager
As storing a material's name is a need unique to your game, you must use…
Be aware that the recently-release AC v1.57 includes official support for the Video Player component via the "Engine: Play movie clip" Action, which allows you to define a dedicated input key for skipping the video.
Any field in the Settings Manager can be exposed to the API by right-clicking the field's label:
AC.KickStarter.settingsManager.useLoadingScreen
You can place that either in a custom script or custom Action to affect its value. Be aware that this…
"Latest Unity" can mean different things, because of patch and beta releases. Please post exact version numbers.
Does this happen with all scenes, or one scene in particular?
Look for your Unity player log - it should give us some info …
Please see Section 5.2 of the Manual. You must use the Engine: End game Action - it has a "Reset game" option which causes it to reset the state of any scene objects / variables etc saved in temporary memory.
Welcome to the community, @thehmc.
Please see the front page of the scripting guide: AC handles all updates to its own objects via the StateHandler. Therefore, the StateHandler's internal record of scene objects must be updated whenever an object …
A Collider is not the same as a NavMesh - you can't attach the RememberCollider to a NavMesh and expect it to do what you're wanting - as the Inspector says, it must be attached to a Collider.
Enabling or disabling the Collider / PolygonCollider2D …
You will need to implement an override of the ActionTemplate's ShowGUI function, as demonstrated in the custom Action tutorial.
To expose the mixer specifically, write:
Mixer = (AudioMixer) EditorGUILayout.ObjectField ("Mixer:", Mixer, t…
Can't currently without editing some code, but I'll add this in an update.
In the meantime, you can amend PlayerInput.cs line 297 (in AC v1.57):
else if (InputGetMouseButton (0) || InputGetButton ("InteractionA"))
with:
else if (InputG…