Welcome to the community, @idjamesmccarthy.
To mark an object as being the "AC" Player, attach AC's Player component to its root.
By default, AC will assume control over its movement and animation, but you can override this (so that it's…
Thanks for the file.
I'm not noticing any lag - in the original scene, try leaving it open for the 8 minutes but without the ActionList Inspector / Editor being open, and then try viewing them. If the lag is there right away, I'd expect the cause …
Welcome to the community, @DNG_PHM_David.
For this situation, you'll want to rely on AC's ActionList parameter workflow - which lets you re-run the same ActionList with modified Action values.
Rather than checking which Trigger was run, you can ju…
Welcome to the community, @Zeboon.
You can attach a Hotspot to an NPC, just make sure that they're on the Default layer (at runtime), and - in the case of 2D games - that the Hotspot is either parented to their "Sprite child", or that you…
Got things working in URP with essentially the same workflow as I described earlier.
It is a case of assigning the UI Camera in the MainCamera's Camera stack - the UI Camera just needs to have its "Render type" set to "Overlay".
This should be fixable by opening AC's PlayerMenus script and replacing line 1697 (current release):
if (!string.IsNullOrEmpty (_hotspotLabelOverride))
with:
if (!string.IsNullOrEmpty (_hotspotLabelOverride) && ((menu.IsUnityUI () &&a…
What's the Sphere Collider you mention - the one used by the Hotspot Detector?
Ultimately, the solution / approach isn't something that needs to be set in stone before the rest of the game can be developed. So long as the properties of your scene …
Are you using any custom Actions?
Duplicate the scene and remove all objects from the copy except for one of the ActionLists, and the GameEngine object. Does this lag still occur, and - if so - is it a case of seconds or minutes before it does, an…
It's a bit tedious, given the 10 digits involved, but you can create a sub-layer in your Animator that has 10 animations that each assign a different sprite. Hook these up to a new Integer Animator parameter that represents the button's value.
Onc…
Don't remove the FirstPerson camera - it's used as a reference for the MainCamera's position and orientation. It won't perform any rendering itself at runtime.
What render pipeline are you using - HDRP or URP? I was using the built-in, actually. …
As this is a visual issue, can you share screenshots? I'm not 100% clear on the issue. Is this because using a shared Animation causes each button to have the same number on it?
If you're animating the button being pushed down, generally I'd say …
Use Unity's Profiler to run a Deep Profile in "Editor" mode - does it show spikes / lag appearing? If so, select a section and share sceenshots of the Hierarchy view underneath.
It depends on your "Cursor rendering" option in the Cursor Manager.
Set to Software - the Inventory cursor size can be set further down.
Set to Hardware - it's based on the size of the graphic itself
Set to Unity UI - it's based on the Cu…
Firstly, you'll need to make a correction to AC's ActionListManager file. Open it up and replace its LoadData function with the following:
public void LoadData (string dataString, SubScene subScene = null){ if (string.IsNullOrEmpty (dataString)…
(Quote)
It's the "Active Input Handling" option.
Though, I think it's sounding like a case of the Menu attempting to position itself over it's own selected element.
Could you PM me your Manager asset files as a .zip?
(Quote)
Possibly. How are your dialgoue sections arranged? A series of separate Cutscenes for each section, or are you relying on ActionList asset files?
And the position type is definitely set to "On Hotspot"?
Open up AC's HotspotLabelData script and attach the following to the top of the GetPosition function at the bottom:
Debug.Log ("Menu element: " + menuElement + ", Ho…
If the Menu pauses the game, it will remove the Hotspot menu and allow direct-navigation of it automatically.
Otherwise, you'll need to specifically lock the Hotspot menu (using Menu: Change state) and allow for in-game navigation of Menus (Engine:…