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ChrisIceBox

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ChrisIceBox
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  • Welcome to the community, @speedkills. The Unity Profiler window may give you additional insight into the root cause of the issue.  If you suspect it's due to the Dialogue: Start conversation Action, there's a simple way to check: Back up your pro…
  • Actually, I wonder if this is already somewhat possible already - ActionLists (scene-based and assets) can be run through script / events by simply calling their Interact functon. I can look into adding a variant that allows you to set an index par…
  • In which version of AC, and at what point do the ingredients to back to their inventory?  Do you recipes have Result is automatic? checked, or are you requiring the player to press the "Create" button? Please provide as much detail as you…
  • An update on 2): an alternative option is to simply raise the character's Turn speed value.  It may be that that is enough for your needs.
  • Exactly.  If the object you've screenshotted was tagged as MainCamera before, AC may have gotten confused and tried to "fix" it by adding the MainCamera script when your organised the room objects. You can copy your GameCamera2D component…
  • In order to give specific help, we'll need to know more detail about what exactly you've done so far - screenshots and detail will help a lot here. There are, however, several tutorials related to the menu system here - including ones for title-scr…
  • Any input button can be simulated with the function: AC.KickStarter.playerInput.SimulateInputButton ("myInputName"); A similar function exists for axes. The Player script has a Jump function you can call directly, however: AC.KickStart…
  • Welcome to the forum @ocimpean.  Also be aware that you can view AC's Manual online before purchase, and also check out the video tutorials aimed at taking you through the main concepts.  If you're interested in first-person games in particular, I w…
  • I did actually talk to the main man about AC back before the KickStarter, but his interest was more about learning what tools were currently available.  He has a preference for writing his own tools from scratch - even if similar ones are out there …
  • 1) The gliding effect can be minimused by raising the Acceleration and Deceleration values under the Movement settings of any Player / NPC component.  If Deceleration is set to zero, it will take the same value as Acceleration. 2) Disabling the Tur…
  • Please don't apologise - thanks for the report!  I've recreated it, and will work on a fix.
  • Check Wait until finish? in both Actions.  Currently your game is returning to gameplay - and under the player's control - before they can finish running.
  • In future, please update to the latest AC before posting Console errors - they can't be used to solve an issue unless the line numbers match.  At the very least, you should post the version number so that we know what those lines are referencing. A…
  • unfortunately under- explained (not at all) in the manual. The Highlight component, and the ability to rely on custom events - is covered in Section 5.3. with PM you can even click within the action and it takes you to that wiki page (I think it…
  • Welcome to the community, @M1ke. Indeed - this is likely due to the main camera not being defined as it should be.  AC will rely on the MainCamera for any clicks you make to the scene, so if it's not present or not following your GameCamera correct…
  • Photo?  Would love to see it!
  • The weekly bugfix update series continues... Version 1.56e* Upgrade note: A Menu’s “ActionList when turn off” will now be run whenever another Menu forces it off - i.e. when crossfading * Added: Option to Unity UI-sourced Menus to auto-select the f…
  • That's fine - just wanted to be sure it wasn't AC that was doing it, as the fix will involve updating the prefab.
  • Yeah, it's been staring at me from the "todo list" ever since it was announced.. Setting up the ability to play/stop/skip a Timeline from an Action would be pretty simple, but running individual Actions from within a Timeline?  Until I re…
  • If the animation relies on root motion, make sure it's checked in the Animator component.  You'll also have to go through his various movement options in AC's Player/NPC Inspector - particularly root motion turning if he also makes use of that.  Are…
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