Please post these in separate threads next time. It's easier to reply to, and also for others to search for.
To make an NPC interactive, just attach the Hotspot component to their base object. So long as they have a Collider (set to Is Trigger?) …
Yes, simulating the input sounds like the best way. I would strongly recommend detaching it from the "alt" key though, so that only you have control over when ToggleCursor is called.
If you wanted to make use of your own camera script, t…
I haven't heard of this before. Once the scene is running, try deleting objects (so long as you keep the Player, GameEngine and PersistentEngine, things should still run), and see what you need to delete to speed things up that way. Not that that'…
Screenshots of these problems are always going to make things easier. For your first problem, please post a shot of your Hotspot's inspector, and the hierarchy showing it's associated Higlight object. For your Variable problem, a shot of your Acti…
Set the menu's Appear type to Manual, and you can then make use of Actions to turn it on and off.
Create a new Menu with a single Button inside it. Set the Button's Click type to Run ActionList, and define Actions that toggle the Inventory menu on…
Welcome @Millenium2k
1. To work on an AC project, you will need AC installed in your game's Assets folder. This is all contained within the same Unity project, however.
2. Yes, it is.
You can have multiple materials on the same model / skinned mesh renderer. The index (starting from zero) refers to which number material slot you want to affect.
@deroesi: I think our replies were posted at the same time, and I didn't see yours.
To switch Input Method mid-game, a custom Action can be used to swap out your Settings Manager (one with all your new input settings). The manual's section 12.7 co…
@TayannaStudios: I'm currently producing "primer" tutorials for 2D and 3D games. I could fit in another one on the basics of 2.5D as well. The plan is for the 2D video to cover the very basics (hotspots, conversations, inventory), while …
Nice suggestion (and mockup!)
You can do operations like this, and more, by using parameters. Parameterised ActionLists are great for grouping multiple Actions together like this.
If you create an ActionList asset that has the two Actions on the …
There's no way to remove the first or last Inventory item with Actions, but it's possible with some custom scripting. The items are stored in the list:
AC.KickStarter.runtimeInventory.localItems
If you use it to find the first item (e.g. localIte…
If you want subtitles to appear above 3D characters, you're best bet is to use a Unity UI-based Menu that's set to render in World Space. A tutorial on Unity UI with AC Menus can be found here.
If a World Space UI is set to be displayed above a sp…
Rather than get bogged down in working out the solution, let's back up. So this is about having an option to always allow free-look, even during cutscenes? That shouldn't be impossible, but I want to be clear about what you're asking for.