See "time" and read "sequence". I just meant in the correct order.
You're changing the order in your example now. In this new example, you'd be checking for 0, 4, or 7 - as that when red appears in the sequence (starting from…
@PurpleShine: Calling Final IK commands via custom AC Actions is already possible. Though Final IK is well-regarded, I'm still of the opinion that AC should provide functions that allow the integration of any such asset (see the Motion Control tuto…
Dialogues are displayed inside any "Label" menu element that's given the type "Dialogue Speech". Elements go inside Menus (similar to how AGS works).
The default Menu system provides you with a Menu called "Subtitles"…
Hi @Robert, welcome to the forum.
The various logic objects (Sorting Map, NavMesh 2D) etc are all Unity prefabs - meaning they still have links to the original prefab files when placed in the scene. This is so that any changes made to them as part…
In what section does is say this? NavMeshes are changed using the Engine: Change scene setting Action. However, you can only change the NavMesh in the same scene that the Action is called.
If you open up PlayerInput.cs and go to line 224, you'll see the line:
freeAim = Vector2.zero;
This tells AC to disable free-aiming while the cursor is locked. If you replace it with:
freeAim = new Vector2 (InputGetAxis ("CursorHorizontal&q…
No, not without scripting. That seems like a pretty unique request - I don't think it would generally benefit any other game. But that's OK - you can still do this through script. You can command the player to stop moving with:
AC.KickStarter.pl…
Hello Alex, welcome to the community!
Do these speech lines play literally as soon as the scene begins, or is there a brief delay? If there's no delay, try inserting one beforehand with an Engine: Wait Action. If that fixes the issue, it may be t…