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ChrisIceBox

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ChrisIceBox
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  • Going a bit beyond the simple change I was expecting, but I appreciate the depth of your response. AC already makes use of delegates, actually - allowing you to override the input system.  I'm keen for AC to adopt a more "generic" approac…
  • Without knowing the contents of the Cutscene, there's not much anyone can advise.  Post a shot of the Cutscene, and check the Console for warnings/errors.
  • The bulk of this work would be done in a custom script, that both stores the combination number and updates the UI Text objects accordingly.  This is not AC-specific, and you should ask this on the Unity forums instead. To link to a Hotspot, you ca…
  • The purpose of the NPC component is to indeed tell it otherwise - it tells the Animator component which animation to play at all times, which is based on the state and facing direction. If your character doesn't change directions, then you can disa…
  • Does it disappear if you run the Cutscene manually?  Unset it from both On load and On variable check and click "Run" in it's Inspector during gameplay.  If it's only occuring with that Cutscene, then it must be down to one of the Actions …
  • Per-Action comments will be a feature of v1.51. You can change the colour of any Action from within the Actions Manager - a bug with Unity 5.3 prevents the display working correctly, but a workaround for this will also be included in v1.51.
  • Thanks for the report - will investigate.
  • Only making suggestions - I'd rather not make changes to it once released, so I want it to be correct first time. If the broadcast was made on the character's gameobject, you could presumably omit the Character as an argument.  Technically the ID n…
  • The "Equal to" field is a float field.  However, checking for >0 should also do the trick. Be aware that this Action only runs once when called - so you have to loop it back on itself if you want it to keep testing for this (and set to…
  • Bug recreated, thanks for the info.  Will see it fixed for v1.51.
  • You can write a custom Action that controls the transparency of the player sprite.  While this is really more of a Unity thing than AC, the code you'll want to place in the Run() function will be something like: AC.KickStarter.player.GetComponentIn…
  • A Menu linked to AC can be disabled by locking it off - either by default within the Menu's properties in the Menu Manager, or by using the Menu: Change state Action. When posting errors, please post the full message as it appears in the Console - …
  • Idle_D or Idle_U?  In your video neither are played. Whichever animation is the default is irrelevant - AC will play whichever animation it deems as appropriate. As you've defined left and right animations, you have no need of the frame-flipping f…
  • That's a question for Unity itself - as the EventSystem isn't anything to do with AC.  There are some good answers on the Unity site here and here, however.
  • If you need to disable any of AC's systems (in this case, Movement and I'd imagine Interaction too), you can use the Engine: Manage systems Action. Place this in an ActionList Asset and run it when you open the journal.  If you need to run it throu…
  • I agree.  Are you making use of AC's Speech Manager (for e.g. translations / speech audio) or is that all being handled separately? As AC characters can speak over each other, the best solution would probably be to create per-character functions th…
  • It's at the bottom - update to the latest version if you are using an older one, it's a recent addition.
  • AC should be completely loaded by the time the Start functions on the PersistentEngine are called, which is loaded in Awake.  AC's Actions shouldn't run before all this has happened. Is this a Unity UI prefab linked to AC?  You might want to consid…
  • A similar request was made to make the deselection of inventory items when clicked on unhandled Hotspots optional.  I shall extend it to cover other inventory items as well.
  • It's actually something of a dark art to get pixel-perfect movement in Unity, as the character will never fall on the exact point you want him to (even if it's within 0.0001 units). However, AC provides you with a Destination accuracy slider in the…
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