Normally it would work. A bug with 1.46 seems to be that the Object: Send message Action no longer works for objects. You can fix this easily by using the dedicated Hotspot: Enable or disable Action instead, which is the recommended way, but I wil…
When NPCs move along a path, they do so on the assumption that they only ever rotate sideways, and never up/down. A caterpillar moving up a wall would be better done by animating the movement using Unity's own animation tools, and not by relying on…
What is the state of the "empty" slot in-game? AC should de-activate the Button gameobject (e.g. btnSlot4), which should in turn also hide the text child. Is this happening?
Posts like this belong in Technical Q&A, for future reference. Using the Dialogue: Play speech Action is what you want, so you're on the right track. If your game otherwises uses speech audio and text isn't normally displayed, you'll have to m…
You'll need to assign a camera in the Limit Visibility component - or remove the component. The idea is that you'd generally only want a mask to show in one particular view, so it'll need to be hidden otherwise.
The images aren't publicly available - you shouldn't need to log in to upload them, but if you do, you'll have to make them public.
The titlecontent message is likely related to the latest version of Unity - are you working with 5.1? It won't be a…
I was worried that they'd have to shorten things if the budget is just $2m, but apparently Sony are helping with the costs.
I just hope we have another chance to get passer-bys to play lucky hit. Poor Ryo would try to explain the rules every time …
Back to your original question, if you want to affect e.g. scale / movement together, you can assign a Marker that's transform will be completely copied using the Object: Transform Action.
The Player: Constrain Action can be used to disable player running. If you place this in an ActionList asset, and call it when your game begins (as set at the top of the Settings Manager), then you'll disable running completely.
Without knowing what you've done already, it's hard for me to say. You've set up the correct "Animation engine" settings in the character's inspector? So long as the custom script is correct, that'll then work independently of AC - no ne…
@RedCityNoise: I can't recreate that - have you modified the UIs from the default ones? If so, does it work if you revert back to them? You can do that easily by switching to the Demo_MenuManager asset and changing the Source for e.g. the Pause an…
If you could test this for me, I'd appreciate it:
Open up MainCamera.cs, and swap lines 594 and 595. I think the problem might be that the texture is removed before it is destroyed.
There's no record of "Iteraction" inside AC's code. Did you enter that in your Cursor Manager? When you auto-create an Interaction in your Hotspot, it'll smart-name it based on the Interaction icon you chose for it.
Again, are you using…
Backed before I even watched the pitch. Unbelievable. I'd never have believed it had I not seen it for myself..
Another half an hour and it'll be fully pledged. $2m in 7 hours. This is going to smash KS's past records by a mile. Corey Marshall…
The distance between the camera and the "grab point" has an influence, but since the two cupboards are similar distance away it shouldn't be that noticable. You might have to send this one over so I can look at it myself - draggables are …
The difficulty here is that you want the menu to appear when you mouse-over, rather than click. You won't be able to use parameters, because they'd be set in an Interaction (which gets run when you click).
You can create a Menu with an Appear type…