You can control which page is "open" by writing a custom Action that controls the journal's showPage variable:
AC.MenuElement myElement = AC.PlayerMenus.GetElementWithName ("MyMenu", "MyJournal");
AC.MenuJournal myJour…
If you wish to change a variable in the Settings Manager, better to create an Action that changes the value - rather than swap the Settings Manager asset file entirely.
The "Lock cursor" option can be found in the Scripting Guide here. P…
Mind that the select-all feature is in the ActionList Editor window, not the Inspector.
@SkyTree: You may be intereseted to know that v1.50 will bring the ability to convert an ActionList to a Cutscene (and vice-versa).
Open up a Mecanim window for one of them while the game is running. Does the idle animation play in there as expected? That window should help give a clue.
Are you sure? The "Just Turning" setting refers to what AC does - not your custom script. The opposite of that would cause AC to only affect the character's movement - and leave your script to do the turning.
I'm afraid this appears to be working just fine for me - if I keep the fish's Animator window open I can see the "Blow" animation being played every few seconds, and the fish keeps swimming back and forth.
Either there's something else in…
Try using two FollowSortingMap components - one for each NPC - and making sure that Also affect children? is unchecked.
Then check Offset original Order? on the child NPC, and give the Sprite Renderer an order of -1. This will mean his order will …
Again: please do not send me files until I've asked for them.
There is no German in the file you sent - only comma marks after the lines. Did you add those?
Look at the bottom of your Settings Manager when the game runs - the language number shou…
Good. I should say at this point that it's important to be using the latest version of AC, if you aren't already.
As everything looks like it's been done right, we may have to do some debug tests. Open up PlayerQTE.cs, and insert the following in…
No need to use player switching if each Player prefab is limited to one scene. If you have a Player prefab present in the scene when the game is not running, it'll override the default one that you have in the Settings Manager for that scene.
Did you read the tutorial I linked to? That goes over the integration of the Motion Controller asset. While every controller's integration is obviously unique, the idea of the tutorial is to show the general principles involved.