Yes - you can add the Limit Visibility component (Adventure Creator -> Camera -> Limit visibilty to camera in the Add Component menu) to any mesh/sprite object, and use it to have it only show up when a particular GameCamera is active.
No problem. Free or not, I prefer to keep the integration non-specific so that you can adapt it for any such asset. But the input names are only necessary in the function parameters - the functions themselves can call upon whatever axes you like.
It'll go in the Run() function - this is what gets called when the Action is actually triggered.
But the code I posted was just the API reference to the MainCamera - not the complete code you'd actually run. This isn't a coding forum, but to disab…
Good question. I'll make an adjustment to the Variable: Copy Action that allows casting (conversion of e.g. Integer to Float), which should allow you to make use of a separate Float for the slider's display.
It's true that the provided "scroll audio" feature only allows for one sound, but with some custom scripting you can add your own effect quite easily. You will need to know some C#, however.
While you can look to the Unity forums for som…
It would - a custom Action would be best, as you can then trigger it as part of a larger ActionList.
AC's MainCamera component can be accessed with:
AC.KickStarter.mainCamera;
Have you tried placing a Debug.Log in the CustomGetAxis function to see what's getting picked up? The AxisName parameter will still need to make use of AC's input naming convention ("Horizontal" and "Vertical").
1) You could create a "hide all elements" ActionList and run it just before you show the one you need - you don't have to run them all each time.
It's also possible to write a custom Action that does this - a Menu's elements are stored in…
It's not an AC issue.
The integration does not synchronise the timings of RT-Voice and AC. Depending on settings, it may be that RT-Voice "finishes" the line first, while sometimes AC will finish first. If the first happens, then one so…
Welcome to the forum, @MattGuest! Have you seen this tutorial? Though it's not specifically geared towards PlayMaker, it covers the principles involved with writing a custom Remember script in order to save your own scene data.
When Unity UI is used for a Button, you must still ensure it has a Text component on it, or on a child. AC will override the contents of that Text box, but won't add the component itself - allowing you to change the style as you like.
Again, if yo…
If you want Unity animations to play while the game is paused, I think you can do that by changing the settings in your Animator component - specifically by changing your Update Mode to Unscaled Time.
Alternatively, you can uncheck the pause gamepl…
Regarding the Motion Controller tutorial, try amending the SetCharacterPosition function with the following:
private void SetCharacterPosition()
{
if (_char.GetPath())
{
motionController.SetTargetPosition(_char.GetTargetPosition(), 1f);
}…
From the looks of it, I'd guess that you have an invisible collider somewhere that's blocking movement - the blue path line generates OK. Checking Is Kinematic would have the shown effect if that were the case.
However, making use of a Mesh Collid…
I will have to revisit the Motion Controller asset to see if any changes made to it have affected the tutorial.
Regarding the camera issue:* What camera types are the two "Ogre" cameras?
* Are they in the correct positions when the scene …