This could happen if updated the original Hotspot prefab (either by amending the prefab itself, or by clicking "Apply" on one in your scene linked to the prefab). The latter scenario can be avoided by selecting a given Hotspot in your sce…
Version 1.56a* Added: Ability to use a Sorting Map to scale characters according to an Animation Curve, as opposed to linearly between areas
* Added: Ability to resume a music track when playing or crossfading to a previously-played track with the “…
You should duplicate your project and import the latest AC into it to see if this issue has been fixed already.
The Console is giving you an error message with information about the problem. Open up the Console window and paste the full contents o…
Good to hear, I'll push an official fix out soon.
@jasong: Was your default Action prior to upgrading ActionList: Check parameter? That's the only condition that I can find that would cause the issue.
Welcome to the community, @BluetheFox.
Whichever method you choose, you're going to need to make use of AC's Menu Manager, so I would recommend perhaps going through some of the Menu tutorials to become more familiar with that aspect of development…
Welcome to the community, @knownasA.
I apologise for the error - it appears to be a duplicate of this bug and I would like to fix it ASAP.* What version of Unity are you using?
* Did you begin fresh with the same version, or upgrade mid-project fro…
AC won't use that layer unless you tell it to, so there shouldn't be any side-effects for that - can't speak for PM or any other assets you may rely on, though.
@jasong: This appears to be a duplicate of this issue. Could you answer the same questions and perform the same steps as I advised in that thread? It's a critical issue and needs to be solved properly.
If you can't get your PlayMaker to discard the triggers (either via PM itself or by changing e.g. the Layer) you can move the Hotspot Detector to a separate GameObject (i.e. remove it from the Player's hierarchy).
You'll need to keep the Player pre…
@ilmari:
And thank you for the suggestions!
@Nick:
GetOptionStates() and GetOptionLocks() were removed due to not being necessary for AC anymore - sorry I missed that in the changelog. The data structure hasn't changed though - you could re-implem…
Any Manager field can be manipulated via script by right-clicking that field's label and choosing Copy script variable from the drop-down menu that appears. You can then paste that variable into a script to manipuate it at runtime:
AC.KickStarter.…
Music can be played when paused via the Music can play when game is paused? in the Music Storage window.
Music pausing during pause screens is due to Time.timeScale being set to zero - not due to the sound itself being manipulated. I will, however…
First, go to your Speech Manager and check Display subtitles forever until user skips it?.
You can then skip speech by invoking the SkipSpeech input. You can map this to a keyboard press, or to a Menu Button by having that Button simulate that inp…
Any version of AC includes the 2D Demo, which is where Brain's character sprites are. Using the latest version of AC is always recommended though - just be sure to back up your project and read the "Upgrade notes" for each update first.
OnGUI is required by AC's fading technique, so yes - you'll need an OnGUI call to use it.
You can, however, call the function yourself manually for complete control over when it's used:
AC.KickStarter.mainCamera.DrawCameraFade ();
Alternatively, …
I'm afraid I'm still not clear on what it is you're asking - please see the forum rules about the detail needed.
If you're looking to change the "idle" animation, however, that can be done with the Character: Animate Action. Screenshots …