You can, of course. I was just showing how to use prefabs in the Scene Manager - somtimes using a Mesh Collider might not be the best way to do it, so the intention was to show a way that'll always get what you need. But if you know what you're do…
@radiantboy: I'm looking into that, will try to fix.
@markfrancombe: I apologise if that setting is a little obscure, but it's an important one to introduce if people are going to use weapons in the UFPS/AC games. I'm glad it's been resolved, at l…
@joshuabogart: Have you not assigned a Settings Manager? That's the only way I've found the problem to occur.
@Barbapoca: What have you set the reduction values to in the Speech Manager?
@David: I don't know how to downgrade without a backup, but…
If the shooting is continuous and not involving interactions, I'm not sure whether this is an AC or UFPS problem, since AC shouldn't be doing anything at that point.
Does this problem occur if you just use the standard SimplePlayer prefab, non-AC?
@radiantboy: Try out the SimplePlayer prefab. Does that have the continuous shooting effect? I managed to get that bug fixed specifically with that prefab.
I'm assuming you mean when you left-click to shoot and interact at the same time. For tha…
@hedgefield: I've only ever tested from release to release - never skipping any. The main thing is that you keep in mind the upgrade notes for each one, which assume you're upgrading from the previous release. Just back it up, first.
@shredingski…
Is this your first time upgrading AC? I think AC may revert your Layers unless you tell it now to when importing the new package.
First of all, be sure to disable Edit-mode preview on your Follow Sorting Map component. When your game starts, your…
As you said yourself, that's on the UFPS side of things - not an AC one.
But as it happens, v1.43 is now out, and with it the stability improvements to the UFPS integration, meaning whatever code changes you might need to make for your own game req…
You shouldn't need variables, but your line of code should work. Know that the active Hotspot is set to null once the interaction begins - perhaps that's the cause. And I take it doing it the normal way (i.e. without coding) was working?
@radiant…
Perhaps. The "Input" menu element type isn't a parser, and more intended for things like entering your name. You'll have to check the entered text against all possibilites - it wouldn't be automatic.
First, you'd have to make your Conve…
It's really not clear at all from these screenshots what's going on - there's no mention of autosaves here.
But from your description of the scene restarting when you load back: your scene will always have run it's "Cutscene on start" whe…
I can't bugfix your code if you've gone and modified AC, but what exactly are you trying to do? The workflow you described before the changes sounds correct - though you can just drag the objects into the parameter fields, no need to enter in ID nu…
Have you inserted a valid asset reference inside the brackets? That line means that the function takes an ActionListAsset parameter, but you have to have one actually declared.
e.g.:
AC.ActionListAsset myAsset;
AC.AdvGame.RunActionListAsset (myAs…