I can do one better: to parameterise the "Action to skip to" field of the "ActionList: Run" Action. So the original ActionList: Run Action (top-right of your shot) would Stop after running - but the Actions beneath it would be s…
You can use the Character: Animate Action to play non-standard animations on your characters at any time. The 2D Demo's scene file, Park, demonstrates this in several ways. You also might want to check out the 2D tutorial, which covers animation a…
While I can't correct non-AC scripts, I can suggest that you check that your game is in "normal" mode (i.e. not a cutscene) when handling input movement:
if (AC.KickStater.stateHandler.gameState == GameState.Normal)
{
// OK to move!
}
…
This is rather a nightmare to put into practice, as it turns out. I'd rather not touch this out of fear of breaking it. The whole point of parameters, however, is to enable functionality like this without modifying the Actions this way.
The safer…
Are you renaming Hotspots through parameters also, or just through the normal way?
I'm not sure translating parameters is an option. It should, however, be possible to upgrade the Variable: Check Action to account for a range.
I'm not clear on what's going on, exactly, but it doesn't sound like you should have to go in and change any code. This is when the player walks to the Hotspot, but before the Interaction actually runs? So long as Cutscene while moving? is checked…
Download file doesn't work, but please only provide links when I ask for them. But if it's working with Brain2D, then there must be some difference between the two prefabs, even if it's seemingly insignificant. I'd suggest focusing on the Animator…
So you're saying it works when the scene is loaded from another one? If you need this solved quickly, just be sure to not start your game from this scene, even if it involves having an empty "dummy" scene in it's place. I will look into …
You're right - by default, speech will block gameplay. Or rather, any ActionList that is set to Block Gameplay while it runs will do so, and if you have speech playing inside that ActionList then the cutscene will continue while the speech plays.
…
ActionLists should never be duplicated in a scene - they rely on ScriptableObjects, which Unity still doesn't handle well when duplicated. Instead, use the ActionList Editor window to select all the Actions, copy, and paste in a new Cutscene / Acti…
You mean in the ActionList Editor window? One of the more recent updates (can't remember which, exactly) fixed a performance issue where Actions off-screen were still being drawn. Try updating to the most recent version and see if your machine's s…
All right. Try it with the Demo game's Tin Pot player prefab. If it doesn't work then (with or without any minor adjustments you may need), then at least we'll both have a shared character we can work with.
If you're looking for help with your own scripts, better to ask on the official Unity forum. But v1.44 should be out soon, which will have an official Action that handles this too.
No - you'll almost always want to be selective about which menus are affected, but through script you can do this.
foreach (AC.Menu menu in AC.PlayerMenus.GetMenus ())
{
menu.TurnOff (true);
}