No. A simple Action could set default values - including custom options you may have:
// Set the SFX volume
Options.optionsData.sfxVolume = 0.7f;
// Update all SFX Sound objects
KickStarter.options.SetVolume (SoundType.SFX);
// Save
Options.SavePr…
v1.49a:* Added: Warning message to Settings Manager if the ‘save filename’ contains special characters
* Fixed: Issues with Rogo Digital Lipsync integration
* Fixed: Issue when crossfading from one menu to another if the first menu has no transition…
Please reply to my PM regarding the patch, rather than posting here. So you're saying the NavMesh issues are now fixed?
As with all problems, I need considerably more detail than that. What happens in your OnStart cutscene? Do either of the char…
1) That sounds plausible. You can detect whether or not a character is moving or not by reading it's charState variable.
2) No, but it's possible this could come in an update.
3) I'm not sure if that's because of the animation, or the movement. …
When posting error messages, please post the full message that appears in the Console window.
However, you shouldn't have to resort to the Object: Add or remove Action. Player: Switch should automatically remove the original Player prefab for you …
So the ActionList you're trying to skip is an asset, that's run from within a Trigger, correct?
Skipping occurs when the "EndCutscene" input button is pressed. This isn't mapped to the mouse button by default - you'd have to do that manu…
Use custom tokens.
An inventory item's number of units is stored in it's count variable.
You can reference an inventory item by it's ID number, e.g. 4:
int numUnits = AC.KickStarter.runtimeInventory.GetItem (4).count;
To be honest, keeping AC's UFPS integration up-to-date is something of a nightmare. Rather than providing official integration for a few select assets, by focus in recent months has been to provide the tools (such as the scripting guide, the Engine…
You can find out if AC is causing this by putting a Debug.Log inside the SetCameraEnabled function of UltimateFPSIntegration.cs. If it appears in the Console, you'll be able to trace it back and find the cause, so we'll be able to tell if it should…
@jamesfootlight: That'll be an error meaning you're running things on a continuous loop without any delay, i.e. it's running all the Actions instantly. Be sure to have a "Wait until finish?" or an "Engine: Wait" Action in there.…
A single Object: Send message is too much? I'm not sure how useful this would be for general-use, and I'm not keen to add so many buttons that it confuses things.
What is the Menu supposed to look like? As you haven't defined a background texture for it, are you sure it's just not hard to spot? Try assigning a background texture, and preview it in the Game window, so that we can rule that out.
Whatever's most convenient. You can make a .unitypackage file of your project by selecting the folders to export and choosing Assets -> Export package from the top toolbar. You can exclude AC itself from the export, provided you haven't saved a…