Brain was converted to a Mecanim-based character with new animations and graphics as part of the 3D Demo update in v1.52. If your previous version was from before then, that'll be why.
You can safely exclude the Demo folder when importing v1.53 an…
I don't know, in truth. You can read the Hotspot's position and translate it into screen-space (this is what AC already does), but I suspect you'll need something more than that to account for the stereo view. That's more of a Unity issue, but onc…
@kenaub: On what platform, and is this from the "vanilla" Unity 5.4 or a patch release? The only issue that I can find myself with 5.4 is that the lighting needs rebuilding in the demo scene.
Is this in the Editor or just builds? You'll…
It should happen normally, though you've checked "Include Inventory items in Hotspot Interaction menus?". This would mean inventory items are not selected and then used as a cursor - try unchecking this option if you want to do that.
Are you navigating your Inventory menu with a cursor or axes? I think I'll need to see your full Settings Manager for this, as well as any changes you've made to the Menus.
+1 for the first use of "plonker" on the forum!
Nice solution. It's true that GetActiveHotspot is null at the time of an interaction - the Hotspot itself is de-selected before anything else.
For completeness, OnHotspotInteract is the ev…
Strange. If the animations can play in an Animator component, they should also play fine in AC. I would recommend checking that they work on their own (without AC) - if you can get them working that way, it may be more clear what's wrong when plug…
Welcome back!
What's your "Select Interactions by" field set to? I'd imagine the solution would be along the lines of sourcing your Interaction Menu to Unity Ui Prefab, with a Position type of Manual. This way, you'll be able to positio…
Ought to work, at least so far as accessing the camera goes. Any error messages in the console?
Try writing a simple OnGUI function to display buttons that manually change the spinLock variable, to test that they actually respond properly. Assumi…
It's in FirstPersonControlPlayer in PlayerMovement.
It'll probably be easier to invert the CursorHorizontal / CursorVertical inputs in the Input Manager. Inverting the camera sensitivity may also do the trick.
@Sim9: The licensing change was a knock-on effect of AC's change in asset category - asset providers can't change the licensing independently. AC was moved to the Game Toolkits category primarily because it allows for nicer installation and compati…
Welcome to the community, @Simonr.
From your description, I would imagine you could make use of parameters to do this. Parameters are a way for you to change the content of Actions each time they're run, and you can use a GameObject parameter with…
It's not clear from your description if this was working with a previous version(s) of AC/Unity or not. The error message itself is coming from Unity, and is occuring when AC attempts to manipulate the "Move speed float" parameter in the …
Screenshots of the Menu in-game, the Menu's properties, and the Settings Manager will be necessary. As advised in the forum rules, you can upload images to any image-sharing site - imgur.com, for example.
@EBlomquist: How do you mean? If by seats you're referring to the licensing change, there's nothing different so far as the contents of the asset go. Unless I'm missing something, there shouldn't be anything preventing your existing workflow.
Ver…
Auto-scrolling is an option available at the top of the Speech Manager, and is used by the 3D Demo game. From there you can also adjust the scroll speed.
If you want the scrolling to stop at certain points, you can use the [wait:X] token within yo…
Is the AudioSource you assign a scene object while the Action is in an asset? That could cause such an issue, but I could fix that with a reference to a Constant ID.
@Deckard_89: It won't affect the positioning of objects - it'll merely spawn the entire scene as-is. If you're going to make use of it, you should have all scenes open at the same time when placing geometry down so that you know where everything is…
@GeometriX: There's now an additional check for climbing that causes the FPController to stop for one frame when it becomes attached to a ladder. It's done through callbacks - see lines 137 and 138. It you comment out/remove those lines, the chang…