What are your AC/Unity versions, and does your Animator have "Apply Root Motion" checked?
Debug test: open up AC's Char script and find the line (around 1881):
newRotation = Quaternion.Lerp (TransformRotation, GetTargetRotation (), turnS…
What are your AC/Unity versions, and are you relying on Audio Mixer Groups for volume control?
In the Options menu in the Menu Manager, check that the sliders affect the correct volume types - i.e. Music affects Music etc.
If so, what kind of SFX …
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Does this occur even when sending no input (i.e. not moving the mouse)? Share screenshots of your Player's prefab.
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Switch to Unity UI for your Menus - they handle flexible/dynamic content much better.
Share screenshots of your cutscene, and the Player's Animator.
If you have a Transition from Idle -> Tired in your Animator Controller, make sure Has Exit Time is unchecked.
Inventory items can be generated through script with:
AC.KickStarter.inventoryManager.CreateNewItem ();
This returns an InvItem class that you can then update with label, texture etc.
For the in-scene object, you're best off starting with a base …
I am still not clear why you are sharing images of your OnStart cutscene, and a list of Variables. The issue is to do with Hotspot inventory interactions.
Are you able to PM me a project zip with instructions on how to reproduce the issue?
Bear i…
Try replacing the script line:
public class URP_25D: MonoBehaviour
with:
[ExecuteInEditMode]public class URP_25D: MonoBehaviour
Then restart the scene.
The script is essentially adding the Background Camera to the MainCamera's "Camera stac…
I'm not clear on the need to show the OnStart cutscene - though in there you're setting the value to 4 and then checking if it is such.
Does the interaction run correctly when run manually from its Inspector?
Do other Hotspots have issues when dro…
Thanks for the details.
It does look like an issue with referencing objects by ID number, but I can't reproduce it.
Backup the project, and test the latest release - does it work there?
Also: is there a difference if you place your Player prefab …
You can use custom scripting to alter Manager fields at runtime - see this tutorial.
To run such code when a character speaks, hook into the OnStartSpeech event in a script attached to that character:
using UnityEngine;using AC;public class Dynami…
Welcome to the comunity, @mchourdakis.
GameCameras are used as position references only - it'll be the MainCamera that is enabled at runtime, with its position being set by the active GameCamera. Keep the MainCamera enabled, and the GameCamera dis…
Welcome to the community, @abysan.
You can do this with a custom script that moves characters in a 2D grid. For a game like the one above, you'll first want to make use of Unity's Tilemap system to create your 2D scene.
Then, set the AC Scene Man…
Share screenshots of the NPC's root and Hotspot objects - this is what determines their interactivity.
Does the Interaction run correctly when run manually from the Inspector?
If your variable is used to keep track of how many items have been give…
Version 1.82.5:
* Changed: The LipSync Texture component can now affect all Mesh Renderers, as opposed to just Skinned Mesh Renderers
* Changed: "Mecanim layer" fields have been renamed to "Layer index", to better reflect their …