The Update function will be called every frame by Unity - you don't want or need to call it directly with Object: Send message.
As for Interact, you need to call the function from an instance of the ActionList class - not the ActionList class itsel…
@themightyzq: Can't see anything wrong upon recreating your described situation. What was your previous AC version when it was working? Post more details in a new thread and I'll look into it further.
* What was the result of my previous suggestion regarding the disabling of Edit-mode preview?
* What is the Projection of the active camera?
* When paused, is it correct in the Scene window, or the Camera Preview overlay box in the corner, or both? …
In which version of AC?
Creating a new Menu with an InventoryBox set to Display Selected is indeed the correct workflow, but the item shouldn't be disappearing unless it's no longer selected. The Display Last Selected option isn't appropriate here …
I cannot recreate the problem in the latest release. Backup your project and update to v1.54c and see if the issue persists. Be mindful of the "Upgrade notes" in the changelog file for v1.52, v1.53 and v1.54 for any changes you might nee…
Which version of AC are you using? If not the latest, be sure to update.
1. I'm not sure what you're wanting to happen - for the Menu to close when you no longer mouse over the Hotspot? In your Settings Manager, you can try setting the Close Inter…
When you switch your active Player, AC will load in any pre-existing saved data that might be stored if you've already played as him. This includes their inventory, position, and active camera - otherwise you'd need to find a way of tracking which …
AC has it's own First Person movement mode, and can also be integrated with UFPS. As I understand it, Virginia's interactions are generally quite basic - e.g. clicking on objects in front of you to initiate cutscenes, and this is something AC handl…
Welcome to the forum, @karizake.
A custom Action could be written to change the sprite directly, but the recommended way is to add an Animator component that changes the sprite via animations.
You can then use the Object: Animate Action to change wh…
The Input: Check Action can be used to determine if a button is held down or not, but if you want to detect the moment it's pressed and released, you'll want to run a custom script that checks for Input.GetButtonDown and Input.GetButtonUp in it's Up…
Thank you for the alert, but could you rephrase your first sentence? I'm not clear on exactly what you mean - a screenshot showing a sample ActionList that can recreate the issue would be best.
Looking into this further, it seems this may not be what I first thought. I suspect this may in fact be an issue with the Edit-mode preview? option in the FollowSortingMap component. Try unchecking that option in all your characters, and manually …
The idle, walk and run animations are each missing 2 directions - at least they're not visible in your Animator. Do the following animations exist?
Idle_DL
Idle_UR
Walk_UR
Walk_DL
Run_U
Run_D
If they're not they're, create those animations and in…
Move the text into String global variables, and then refer to them either through tokens or via static functions. In the most recent versions of AC, string variables get included in translations, so you can translate them that way.
You'll need to switch your Menu's Source to Unity UI, and rely on a UI prefab in order to navigate in that way. AC's keyboard navigation is rather simple, whearas Unity's Event System allows for complete control over that aspect.