And what is your character's Motion control setting set to? It it's set to Manual, then AC won't do any rotation itself - it'll rely on your own script.
Please post separate issues in separate threads.
The de-selecting of inventory items after unhandled events is done through the various KickStarter.runtimeInventory.SetNull (); calls in PlayerInteraction.cs, starting around line 960 (look for the /…
A custom script could do any of these. Checking for whether or not an item is selected is done by checking if the "selectedItem" variable in the RuntimeInventory script is not null:
if (AC.KickStarter.runtimeInventory.selectedItem != nul…
When it comes to VR, I would think that the more control the designers have over the cursor's display, the better - as people are still figuring out how best to do this all. I could see if it's possible to include a function that returns the "…
@Technocrat: It could be a combination of both your character set-up and your movement settings. Hard to say without seeing. That the character faces the wrong direction suggests there's more to it than just the Animator component. Please PM me y…
Please post separate issues in separate threads, as it makes it easier to diagnose them.
If Unity is crashing when building, is there anything non-AC you're using in scene 40, like another scripting asset? There's no detail here to have any clue a…
You can toggle between the cursor's two states by mapping an input button to the ToggleCursor input - see Section 2.4 of the Manual. You can also use the Player: Constrain Action to lock free-aiming through Actions if you want to enforce this state…
It's difficult to give much hard advice without seeing some screenshots that detail what you have already, but check that the NavMesh GameObjects are on the NavMesh layer, have Colliders, are flagged as Navigation Static and match the shape of the b…
Good to hear. AC should actually block clicks to the NavMesh if a Button "catches" it first. This is done automatically if the Button's click event is handled by the Menu Manager, and not done manually by using Unity's Button component a…
If you want to hide the Quit button, just find the QuitButton element in the Pause menu's list of elements, and uncheck Is visible?.
AC's Menus need to be recalculated whenever the screen resolution changes - this can be done manually by calling:
…
Hi @AlexThePyro, welcome to the community!
To call two animations at the same time, just use two Object: Animate (or Character: Animate) Actions in sequence without ticking Wait until finish? (if present). The 2D Demo does this whenever the player…
By "Turn to", do you mean the Character: Face object Action, or the Turn To Face / Face after moving options in a Hotspot interaction?
You should generally be always able to read the intended character rotation with the Char script's GetT…
Welcome to the community, @Ant!
There isn't currently a way to do this without some (quite simple) custom scripting, but I can see how an "Interaction on grab" field might be useful for the PickUp. I'll look into adding this for the next…
Welcome to the community, @JoshCash.
This is the second such problem that's been reported - I wonder if this is an issue with the latest Unity. What version of Unity are you using, and what platform are you working on?
The problem seems to be tha…
I'm not in a position to recommend which 3rd-party asset to use over another, but AC's designed to give you as much flexibility as possible - including the ability to turn it off during cutscenes. Be sure to read over the updated Motion Controller …
Welcome to the forum, @CraigEM.
Wow, very old indeed!
The 1st error is appearing because AC cannot find the "Runtime Variables" component on the PersistentEngine prefab (which may also be the cause of #3). Check your PersistentEngine pr…
Are you using root motion? The float away behaviour sounds common to root motion characters, where you have to bake the Y position into the animation itself. If this is the case, this'll be a Unity issue and not AC, so you should refer to the Unit…
OK. Again, I'm reluctant to make the timeScale check official as I think it could have knock-on effects. Not unfreezing pause menus should be enough, but it's a simple manual edit if not.