At what point in the tutorial have you reached?
You first need to upgrade your version of AC to the latest on the asset store - v1.51g. Then please post screenshots of your Hotspot's Inspector, and your Settings, Menu and Cursor Managers, so that …
AC controls the position of your character's root object at all times. If you change the position through animation, you can only do it by manipulating the sprite child - however you will also need to reset the position back to (0,0,0) once the ani…
It's not a bug - but the ability to override a field with a parameter has to be coded on a per-case basis. I will add this functionality to that field in the next release.
Yes, you can do it that way - but it's recommended to switch to Unity UI if you can. When you use Unity UI, you design it all through the Inspector and Scene View - so there's no design limitations set out by AC. Unity UI Canvases can be linked to…
1. Are you certain the ActionList after saving ActionList is running? If it only contains the menu-locking Action, test placing an Engine: End game Action in there as well to see if the game quits as you'd expect.
2. I don't know what you mean by …
You can make use of World-Space Unity UIs, but they have to be local to your scene, so that you can specify where they go exactly. You may need to parent them to your MainCamera or Player. To link with AC, you have to set your Menu's Source to Uni…
Please post separate issues in separate threads in future, as it makes it easier to manage.
1. Upon saving, AC will close any "save" Menu that it finds provided that the Menu's Appear type is either Manual, On Input Key, or On Container. …
For something so unique to your own game, you would have to implement a custom motion controller. There is a tutorial on doing so here, and the included Ultimate FPS Integration script is an example of how a FPS asset can be integrated with AC.
Use it however you like - if you copy the file (and it's associated Editor script) and rename the class then you can use it without it being overwritten with AC updates.
The example shows nothing related to audio, but AC uses a similar identifier system to match an internal line of text with a translation / audio file. Whereas WME uses a syntax of the form "TXT0008", AC uses a simple numeric system: so &q…
The left/right rotation is controlled by the "CursorHorizontal" input. You can disable this rotation by removing this input from Unity's Input manager.
This'll be an issue with Unity prefabs, rather than specifically AC, I'll bet. You'll need to remove all but the very top Audio Source component, which you should be able to do with the following steps:
1) Copy the very top Audio Source component …
A click registering when a hotspot is hovered over a given time? This ought to be already possible using custom events. There are events for when Hotspots are selected and deselected, so you may want to look into that - with so many VR platforms a…
Down to the complexity of what you're trying to accomplish, it may be that it just won't want to play ball if the game is paused. Have you tried my alternative solution regarding disabling player control while the menu is on instead?
If need be, you'll always have the option of writing your own inventory menu script. AC's own InventoryBox element doesn't do much more than display the items that the player is carrying - what those items are, and what happens when they're interac…
When updating AC, be sure to take note of all "Upgrade notes" for each new version in the changelog. Will the game not run at all (Unity blocks the play button) or is it just not behaving correctly?
The line references don't match up wth…
All good points. The Third-person GameCamera is designed to be a bit more of a "traditional" camera type, with collision detection built-in. You can then either control the rotation directly with inputs, or with the Camera: Rotate third-…