Yes, you want to use the Journal element - only one's needed, though. A Journal element is just like a Label - only it's contents can be changed as the page number changes.
Create a journal, enter in the number of pages and put some text in each p…
I don't believe you can bring a BlendShape animation into Unity from Blender - I've tried it myself.
What you can do, though, is attach the Shapeable script to your Skinned Mesh Renderer object. With that, you can sort your BlendShapes into categor…
Some ideas there for me to think about, thank you. I will see if I can build upon this Action with some new features.
Certainly you should be able to use this Action in an asset file. When you drag the sword model into the "Object to hold&qu…
1) AC will overwrite your Inputs, Tags and Layers if you let it, but it's not essential at all. Section 1.1 of the manual covers exactly what you need to do to make the changes manually.
2) The supplied UFPS prefabs are for convenience only. This…
There's no such limitation - it's all down to your own Menu settings. "i" isn't part of the default AC menu - are you using your own modified interface? The only restriction so far as using Items on Hotspots goes is that the game can't b…
Don't worry @RajeeshRajee, your questions will always get answered.
However, we'll need to see/know more about what you're doing before we can help. Does the animation play properly when you preview it in the model's Inspector? What else is going…
Multiple PlayerStarts are definitely needed if you can enter a scene from multiple locations - each PlayerStart would correspond to a different "previous scene".
You can also use the Scene: Check previous Action to determine which scene w…
You can animate the Use and Look icons and not the regular pointer, no problem.
As for using the Animator, you might be able to get something going using a Unity UI-based Menu that's set to follow the cursor. However, you'd very likely need to do …
You can't prefab any scene-based ActionList (Cutscene, Trigger etc) - Action's won't survive. This is a limitation of Unity's handling of ScriptableObjects, and beyond my control.
If you want the Actions references by such a list to live in an ass…
You can't dupliate the scene objects - this is a limitation of the way Unity behaves, and not something I can fix.
But you can still copy all of the Actions in one object and paste them into another - just use the ActionList Editor window! Right-c…
Because of the way Unity handles ScriptableObjects, it's not possible to prefab scene-based Actions. However, you can still use ActionList assets to populate your Cutscenes, Hotspot Interactions etc. Just look for the Source popup at the top of on…
If you're using custom code injections to affect hotspots, I'm not sure I'm going to be able to support any problems you may encounter. However, I've gone and switched to Enums for the Action category code. You'll have to upgrade custom Actions wi…
Settings Manager - set the Movement method to Direct Control, and the Input Method to Keyboard Or Controller. The list of required inputs below will update with those you need to set up in Unity's Input manager.