It definitely sounds like a Unity issue. What versions of both AC and Unity are you using, and do you have any other script assets installed that may be the cause?
AC does have a slight workaround in that you can use the Scene Manager's prefabs li…
Shaking in what way, the camera or the player, and what kind of AC Camera exactly? I would have to see the effect you mean to have much to say about that.
A 2D camera set to Perspective is a viable method of having a scrolling camera in a 2.5D gam…
As Options data is save game-independent, its stored in PlayerPrefs rather the save files. Deleting save files won't clear it, so you'll have to search the Unity docs about deleting PlayerPrefs data instead.
Once cleared on your system, try clicki…
Welcome to the community, @TanaisGames.
You can see my comments regarding a 2.5D scrolling camera here. Essentially you can use a GameCamera2D camera prefab that uses a Perspective projection, which should eleminiate the need to scale the characte…
I should start with a little "disclaimer" that the MatteShadow shader is a tutorial asset file, and not an "official" AC shadow shader. It was actually adapted from this thread, as I'm not proficient in coding shaders at all.
N…
A fair suggestion. As you've written, there's a number of ways you could go about it - and much of those ways could be done on the user end in the form of custom Actions.
I like the idea of assigning attributes to scenes in the same way that inven…
And the error is exactly the same as the image in the first post?
Without knowing the full error message text in the Console, there's no way to tell if its related and a clue to a solution - if you can have it return, please post the contents here …
You are making things doubly confusing for yourself by naming this new animation "Talk_R_R". Name it "TalkAngry_R", and you will then need to enter in "TalkAngry" into the Character: Animate Action. AC will add on the…
Welcome to the forum, @mtg. Which version of AC and Unity are you using?
Is this for a 2D or a 3D game? Check that the "Camera perspective" setting in your Settings Manager matches your intended perspective, and that you're using the co…
It's not so much faking the effect, but limiting the InventoryBox to the correct category is what I imagine the solution here: again, the player can only place items from the Inventory into the Crafting element, so if the inventory items available a…
Not without any images, details, console messages etc, no. Did you try forcing the character to face right afterwards with the Character: Face direction Action?
Disabling the Interaction system using Engine: Manage systems Action would allow you to basically make use of Hotspots however you wish. I think the ability to react to Hotspots with VR controllers would be something of interest to many people, so …
The LightSwitch component is more of an example component, as it shows how you can easily write a component that you can call with AC. AC also has the ability to write custom Actions, that allow you to do basically anything with a little scripting …
It's there because you can still use it to trigger functions that have no parameter. What did you do for the 100 attempts to make it work, I actually haven't had that happen for me at all.
AC includes a "Particle Switch" component which …
I would definitely recommend getting to grips with the way Crafting works by default before looking into anything more compex on top of it, but no - crafting elements can't be limited by category. You know AC's development is such that that could b…
What I meant was: the fact that you have to physically position the controllers in real-world space negates the need to manually disable Hotspots by proximity.
But in terms of interactability, AC's Interaction system only allows for one Hotspot to …
In future, please try to post unrelated questions in separate threads, to make them more search-friendly for future users.
Unfortunately Unity does not allow (that I know of) for the setting of Event parameters that are within a custom UI - this is…
The code you've posted refers to the MenuInventoryBox - i.e. the InventoryBox's own record of which categories to display, not the actual categories themselves which are stored in the InventoryManager.
Confusingly, categories in the Inventory Manag…
Not without some custom scripting - you'd have to edit the DetectHotspots script to check the Trigger events of another object (i.e. placing the script on the left controller, and having it check for both).
Are you sure you're in need of the Hotspo…