Yes, that's what I meant.
It looks like there may be two factors at play: the involvement of DS does have a difference, but the pause gameplay variant for AC-only dialogue should cause a smooth transition.
Can you PM me a sample scene, along with …
The label uses a variable token to display the amount of coins - [var:0] - where 0 represents the ID of a Global Integer variable.
Create such a Variable if you don't have one, named e.g. PlayerMoney, and then replace "0" with its ID.
Th…
You need to rely on PlayerPrefs for your save files. At the moment, only Options data is being stored in PlayerPrefs.
See the Manual's "Custom save formats and handling" chapter for details on how to switch over to SaveFileHandler_Player…
You'll need to rely on a "Camera Space" UI for your Menus and Cursor, which can be done by setting Menu Source values to Unity UI Prefab, and Cursor Rendering to Unity UI.
Thanks for the report, but I'm not sure I'm seeing that.
The effects of relativeIntensity are only seen in the ShapeKeyBlendshape class's Update function, which applies this as a value multiplier:
float finalIntensity = value * relativeIntensity /…
What do you have set up already, and what is your AC version?
The steps you've given above are generally the way to go: use the Timers Editor to create a Timer, with a Max value of the total duration of the countdown, in seconds. To have it go dow…
Using Input System isn't necessary for direct-navigation - but if you are using it, uncheck Auto Disable UI Clicks in your EventSystem_InputSystem prefab (the one assigned at the top of the Menu Manager).
Does it look different in a way other than just items being added to the item bar?
Panning up/down would be done with animation. You wouldn't affect the entire UI prefab - just a RectTransform that's a parent of what's visible. Move the parent, t…
You would need a custom script that gathers up all of the objects to affect, and then run the ActionList multiple times - using a parameter to change which Animator it affects.
Though, if you're doing all that only run a single Animate action, it's…
The two are separate - regardless of when sounds are played, they are still pulled from the character's current Surface.
See the Manual's "Footstep sounds" chapter for details.
Welcome to the community, @Vythiri.
v1.65 was released several years ago - long before Unity 6. It is not compatible with that release.
Are you able to provide steps that reproduce such an issue with the current release in Unity 6?
Welcome to the community, @Rantceck.
You can use a pair of Triggers (Enter and Exit) to run Character: Animate and Player: Constrain Actions to adjust the movement speed and prevent/allow running.
Alternatively, you can rely on a custom script, at…
Something like this, attached to each slot object and configured with that slot's index number, should do it:
using UnityEngine;using AC;public class ItemSlotAnimator : MonoBehaviour{ public string menuName = "Inventory"; public str…
If all is set up correctly, you shouldn't need to involve a Sorting Map, nor enter Play Mode, to see the effects of it.
What is the exact behaviour you're now getting? Share screenshots of the issue - including the scene, the full Inspectors of th…