AC does store arrays for performance - but this is for AC elements such as characters. What is on the GameObject you're removing, exactly?
I'm afraid I'm having trouble viewing the images - would you mind posting them on imgur.com?
What's the animation engine? Additive sprite animations are done by placing the animation on a new layer in your Mecanim Animator and setting the Blening Mode to Additive.
You may be able to play it with the Sprites Unity engine, but you may have …
No offence taken - just trying to clarify the issue.
Please let me know how it goes - if this was caused by using an AC Action, then it could well be a bug - easy solution or not.
Comments and breakpoints can be assigned to Actions by clicking an Action's cog icon in the ActionList Editor window. Checking Print Action comments in Console? will output those comments to the Console.
Is the function correctly showing up in the…
OK - so which method of the three you mentioned is this with?
Given the results of the last log, here's another one to place in ActionListManager.cs:
Debug.Log ("Resetting play because starting ID (" + playerIDOnStartQueue + ") does…
You could try assigning a Default Cursor graphic in Unity's Player settings (Edit -> Project Settings -> Player). It may be that setting that dictates what size Unity sets all cursors. Otherwise, this may be a question for the Unity forums.
That Menu is driven by Unity UI, rather than Adventure Creator - see the Source field in the Menu's properties box.
That means that it's design and appearance is controlled by Unity UI prefab, instead of being set in the Menu Manager. You can eith…
The asset that was being seen as empty being the References file? That simply stores which Managers are assigned to your game, no data about the files themselves. If changing that file changed anything, it would only have been which Managers were …
Yes, although if you're running any custom code that conflicts with it then it may be affected by it. You mentioned this has always been a bug in your game, not AC - what do you mean by this exactly?
Certainly you should check to see if it occurs …
You're welcome. I would recommend, however, that you become familiar with how AC is "supposed" to work before delving into any scripting.
As AC is a "top-level" asset in that it is designed to control all aspects of your game, …
This forum is for Adventure Creator users only - not for general Unity development.
Is the scene you're testing using AC? There's nothing AC-related present in the screenshot. If not, please ask on the Unity forums.
The Constrain Action's long been a feature, but the ability to control the cursor in it was introduced in v1.50.
The cursor should automatically be made visible once unlocked - you should only need a Player: Constrain Action to actually lock/unlock…
You will need to describe the contents of the ScriptableObject more clearly to get specific advice - there's no "standard" way to call a custom object like that.
However, the general answer would be to create a custom Action that can talk…
As the Hardware rendering option relies on Unity's Cursor.SetCursor function, the issue is likely one to do with Unity and the way your graphic is imported, rather than AC.
Check your texture import settings - make sure the Texture Type is set to C…
Welcome to the community, @tdonadio.
I don't have any experience developing for Kinect, so I can't guarantee that AC will work specifically with that. However, AC does have hooks for you to override its cursor position as well as other inputs by a…