Unity have stated that TMPro will come built into Unity directly. When that happens, I'll provide an official integration - but until we know the exact form it takes within Unity itself it makes sense to hold off for now.
I have, however, written …
You're welcome. That's fine so long as they're separated apart from one another - but a better way now is to add an additional AC_Trigger component to the same object and change its Trigger type to On Exit, and then have the Trigger itself span the…
That would be the resulting behaviour - you're running the ActionList in the background, which means unless any other ActionList is running, gameplay isn't blocked and Hotspots are still clickable.
You can use the Engine: Manage systems Action to d…
Thanks for the report. It's due to a change Unity made to the Input UI component. I'll issue an official fix next update, but in the meantime you can fix it by opening ActionMenuSetInputBox.cs, and updating the code in Run():
if (setMenuInputBoxS…
Instructing an NPC to move to a Marker mid-path should interrupt their current movement - so I'm not sure that there's a conflict there in the way you're describing.
However, if the NPC is having trouble reaching the end of the Path - and the Actio…
Sorry for the trouble - Nothing like that kind of slowdown, no. The ActionList Editor window will slow depending on how many expanded Actions are visible at any one time - though the number in the image you posted should be OK.
Try collapsing your…
If I'm reading you right, the focus being lost is a behaviour of Unity - clicking anywhere outside the Game window during runtime will cause focus to be lost until a click is made again inside. You can emulate the behaviour through script, however,…
Welcome to the community, @Geoff99. I apologise for your trouble.
Everything that you've described sounds right - are any relevant warning messages appearing in the Console?
The first thing to do will be to determine the source of the issue, whet…
FWIW, the SceneChanger script has a LoadPreviousScene function.
An alternative solution would be to rely on player-switching, in that you use a separate player prefab just for the inventory, so that instead of swtiching to the previous scene afterw…
I would recommend relying on using AC's UI first until it all works as intended - and only then porting it to Unity UI.
Let's see some images of your setup so that we can advise more specifically. You'll need to make sure you have a correct Appear…
I shall look into it, but for now the focus is on making sure the release is stable and bug-free.
Using 5.6 should be fine - though if there is an issue of course you can report it here so that it can be taken care of.
You're referring to the script itself? No, there's no Action to call that directly - but I didn't know enough about the way you've set up your camera to know that would be a solution. A custom Action could be written to do that - see this tutorial.
You could try using parameters - the Scene: Switch Action accepts an integer parameter in place of the scene number. The ActionList: Set parameter Action can be used to set a parameter's value from a Global Variable, so you could run that just befo…
A character has to turn in order to properly navigate a scene. The root object itself will actually rotate in 3D space, but the assigned sprite child will counter-rotate every frame so that it always faces the camera (hence the need for it).
Have …
Sure, just call:
AC.KickStarter.stateHandler.GatherObjects ();
(It's also listed on the front page of the scripting guide)
This is only necessary, of course, if you need AC to be aware of any new objects - e.g. NPCs to update or objects to save t…