The raycast is shot from the camera outwards - not from individual Hotspots, so it's not possible to have varying ray lengths per-Hotspot. @deroesi's suggestion is my advice, as well.
You can set change the Set value in the Constant ID inspector from Automatic to Manual - that will cause it to only ever take the value you set it (and retain the one it already has until you do).
@10FingerArmy: You can currently use Markers to use as a reference when transforming, and they can be parameterised.
@SkyTree: There's no end to the needs of users regarding Actions, ultimately. That is why, beyond a point, users must resort to wr…
I will issue out a v1.47a update once a few more bugs have been attended to.
In the meantime, you can fix this manually by opening PlayerInteraction.cs, and inserting the following from line 746 (pusing the hotspotMovingTo line down beneat it):
el…
I think there's a confusion here about the different NavMesh options AC provides:
For 3D games, AC provides two Navigation methods: Mesh Collider, and Unity Navigation. Mesh Collider involves supplying the Scene Manager with a literal mesh file (c…
You'll need to give more detail/screenshots about what exactly you've done so far. Are you referring to a UFPS camera? If you've parented the Marker to the camera, leave your Position relative to setting as Nothing - since the relation is already …
Have you played with the Trigger detects settings in the Trigger Inspector? By default it's set to just detect the player, but you can set it to detect any object at all - or any object with a set component. Try changing it to Any Object With Comp…
It could well be a Unity error, since the black screen suggests that AC has at least found the file to play back.
The method to play movies varies depending on your device. What platform are you building to, and does the problem only occur in buil…
And do the GameCameras match? There must be something, somewhere, that is different between the two scenes.
If you can package up the scene in it's bare-bones form (e.g. without AC, without any unnecessary graphics / sound) that I can recreate the…
Indeed - you'll also need to attach a new Sound prefab as a child object of your Player object, and assign it as your "Sound child" within the Player's Inspector. The Sound object is where these sounds will play from.
This is also covere…
The Action can't re-enable the camera afterwards if you don't tell it to wait for the CD cutscene to finish. An ActionList: Run in parallel should solve that for you. Then again, all it really needs to do is call AC.KickStarter.mainCamera.Enable (…
@Eastman: Do you mean skipping the line by clicking the mouse, or skipping the whole ActionList it's on by triggering "EndCutscene"?
@10FingerArmy: Correct - Update functions in the Player, NPC and Char scripts are now called by StateHand…
ActionLists for inventory items can be created and assigned automatically by creating the "Create" button beside the relevant interaction slots in the Inventory Manager.
Inventory items and interactions are covered in the up-to-date 2D tu…
Moveables* Added: Draggable and PickUp objects can now reduce the player’s movement speed when manipulated
* Fixed: Errors with “Disable free-aim when dragging?” feature when using Ultimate FPS
* Fixed: Draggable and PickUp objects still being movea…