So you're now in a non-AC scene? What are you trying to do, lock the cursor or show it?
You could try running:
Cursor.visible = false;
or
Cursor.lockState == CursorLockMode.Locked;
The main thing is that you keep the same Inventory, Actions, Cursor and Variable Managers, to keep gameplay breakages to a minimum. You can use separate Settings Manager if you need to, but I would instead recommend you write a script that dynamica…
AC will not reset UFPS when that Action is run - you will need to reset UFPS separately.
An AC button can be manually clicked with the SimulateClick method:
AC.PlayerMenus.SimulateClick ("MyMenuName", "MyButtonName");
A Conversation with Yes and No options is indeed the easiest, and recommended way to do it.
You can enable controller-scrolling unpaused menus by using the Engine: Manage systems Action to set the Control in-game Menus? lock when the Menu is turned…
6. Again, full details please. A screenshot of your environment and the draggable Inspector.
5. Then the issue is with your setup, not with AC. I can only suggest that you check your materials and your lighting.
8. Thank you, but no issues seen.…
Rigidbodies need to be on both objects. Were they not on the package I sent? Something's gone wrong in the transfer if so. Try the file again - I've updated it with removed prefab links.
Again, this is a Unity Physics issue. AC is not doing any…
By default, I mean the unmodified Subtitles Menu that is included with AC.
As the background for the Menu is invisible, it doesn't matter if the Size is set to Manual. Set it to this and then change the size of it to suit.
Alternatively, switch t…
With Unity 5.3 onward, AC allows you to add multiple scenes together using the "Scene: Add or remove" Action. See Section 5.1 for more details on its use.
Ensure that "Subtitles" are enabled in your Options menu. You can set this as the default by checking it at the bottom of your Settings Manager, and clicking Reset Options Data.
This is less of an AC topic and more a general Unity one. Unity's UI system has many options related to how a UI scales across different resolutions, you should first of all switch to Unity UI prefabs.
Rather than having separate Managers for each…
You are using UFPS, which means AC's MainCamera is only used when not in first-person. In this case, you should be adding your effects to the UFPS camera.
This is a Unity Physics issue. You will need to ensure that both Draggables have their colliders on their root objects, i.e. the same place as their respective Rigidbodies. Here's my attempt at something similar.
6. What is its Drag mode, and what of the Debug.Log test? Once more, please post full details in a new thread.
8. Which camera switch and which parameters in the 3D Demo, specifically?
This is not the default AC Subtitles Menu - you have changed the position, size, and font. You must use the Menu Manager to select the Subtitles Menu and adjust the Size Y field so that it is large enough, and also for the DialogLine element inside…
The door rotation issue can be resolved by upgrading to v1.55c, which features a new option on Draggables to retain child object transforms when attaching themselves to tracks.
Oh, I see. No, you can't currently do that. Extending the ActionList: Set parameter to allow such conversions may be something worth doing, however. In the meantime, you'll have to use a series of Variable: Check Actions to cause the correct Scene…