Could well be. If you're using Unity UI as your Interaction menu's source, then you'll also need to add the icon as a new button in your Unity UI prefab.
Drag the InteractionUI canvas into your scene, add a new "Take" button, assign it i…
Change your Path's type to "Forward Only" in it's Inspector, so that the Character: Move along Path gives you the option to wait until finish.
But you might run into problems if you try to play a custom animation while moving. If so, the…
I apologise for the continued trouble with this.
I was referring to the Action that you've placed in your OnStart cutscene to change his facing direction. I also don't recall seeing your NPC inspector - you've got the correct name (ChladniIdle) in…
What you're trying to do goes against the way it's designed to work. A Sound object must be in the scene before it can be played.
However in v1.49, I'll update the "Sound: Play" Action so that if you assign an AudioClip but no Sound obje…
I apologise for the error. It is a bug, and if I know the details of it I will of course fix it. To avoid clutter, the Settings Manager hides options that should be irrelevant - but unfortunately you must've found one that's still being used.
You…
The specific sprite you place in the Sprite Renderer is ignored once the game begins, because the Animator takes control over it.
Changing the character's facing direction once the scene begins is the correct way to do this. Please post a screensh…
2) If you are using AC menus, then you can only use them while the cursor is unlocked. You will either have to unlock the cursor when the inventory menu is turned on, or use Unity UI instead.
Unity UI-based Menus are very simple to link to AC (tut…
I think that would start to get too confusing.
Don't forget that custom Actions can let you do pretty much anything you like. You can access the player script during gameplay with:
AC.KickStarter.player
1) I will need to see to this. It will first be necessary to clear out anything irrelevant, so package up your managers, create a new project, import AC and your managers, and test in an empty AC scene. If the issue persists, PM me the Manager pac…
What settings do you have in your Cursor Manager?
Incidentally, the issue of draggable cursors being the wrong size with Hardware rendering will be fixed in v1.49.
It should work, in principle. Is it's position the same as the first when the game isn't running?
All cameras will move during gameplay, even those that aren't active. Check that it's moving when the first is active by selecting it in the Scene w…
It could be just a case of tweaking your Mecanim parameters so that it's more responsive to stopping/starting, or playing with your "Destination accuracy" slider in the Settings Manager.
You can if you use the "Copy Marker" feature of the Object: Transform Action. Scale up the Marker, and the moveable will copy both it's size, rotation and position.
There have been a couple of issues with this feature, however, but they …