No, that should go back to zero. Is the save file in the same scene, and what versions of Unity / AC are you working with, what platform are you working with / building to, and is this in the Editor or builds?
In the list of properties for a Button element in the Menu Manager, you can assign an Alternative input button. If you enter in the name of a button defined in the Input Manager, triggering that input will perform the same thing as clicking the but…
The Character: Hold object Action only works for 3D characters, but there' a couple of ways to do it for 2D:* Use the Object: Set parent Action to parent the GameObject to the character's Empty child. If you want to attach to a player prefab that i…
In my opinion, the best option would be to provide a way to trigger an Animator parameter so that you can play whatever animation / combination of animations you like, much in the same way you control character animation with Mecanim.
After the Action finished. I suspect that may be the issue - since you're checking Wait until finish?, the ActionList won't actually be paused until the first Action's finished running (as the name suggests).
Therefore, if you resume it while this…
Welcome to the forum, @DanielThomas.
Thank you for the clear steps. I've recreated the issue following them, but it's not yet clear if this is down to Unity or AC. It doesn't occur, however, if you have a (very) brief pause in your OnStart Cutsce…
You're welcome. Which animation engine does the character you're animating rely on, and specifically which field are you looking to override?
I expect that's not currently possible, but it's a good suggestion and I will see it gets added in the ne…
But which platform? Unity has a lot of platform-specific caveats when it comes to saving data.
Without the scene switching, it essentially boils down to switching player, waiting a moment, then switching back in one cutscene, correct? If you can …
It is because you are using a 3D camera for your 2D game. Choose "GameCamera2D" from the list of prefabs in your Scene Manager and use that instead of the one you currently have. It should have the GameCamera2D component on it, instead o…
Can't recreate this. Using those exact same Actions, I Paused the ActionList while the first was running, and then Resumed to trigger the second. Tried with the Pause Action's Wait until finish? option both checked and unchecked.
Are you certain …
Can't recreate the problem from the steps given. As I read them, this essentially boils down to the following (the Variable: Check seems irrelevant, unless I'm missing something):
-Start Player 1 in scene A with some items (either carried on start…
I'll take a look. AC's internal First Person mode will always be quite basic, so crouching etc is best done through a custom motion controller or integration with e.g. UFPS. Head-bobbing options could be added, but ideally it'd come in the form of…
The pitch of a FirstPersonCamera can be set with the SetPitch function. To reset the one on the player prefab, you can use this code:
AC.KickStarter.player.GetComponentInChildren<FirstPersonCamera>().SetPitch (0f);
Placing this line into th…
An ActionList asset has the class name ActionListAsset. If you want to be able to place in assets, and not Cutscenes, replace "ActionList" in your code with "ActionListAsset".
OK. The Z-axis shifting is AC's way of correcting the order of two sprites on the same Sorting Map region, so I'm not understanding why things are looking wrong. What's most likely is that it's down to a change or setting within Unity itself.