Watch out - there's a critical bug in the 1.42x releases that prevented local variables from being restored when a scene loads.
Apologies for the hassle, but please download 1.42c to fix the problem:
= Version 1.42c =* Fixed: Critical bug in which…
This code would do it:
AC.MenuInput inputBox = (AC.MenuInput) AC.PlayerMenus.GetElementWithName ("InputBoxMenu", "InputBoxElement");
inputBox.label = "Reset text";
Just replace the menu/element names with your own, bu…
OK, I see, thanks. Rather than use a Highlight texture, what you want to do is use animated icons. Within your Cursor Manager, check "Animate?" beside your icon. You will then have options to divide your supplied texture into frames.
W…
If you're working with point and click, you don't need to set collision walls in your scene - just a NavMesh for your characters to pathfind around.
See these tutorials for more about pathfinding methods.
@xXTheZoneWalkerXx: The technique involves animating a material that's present on the SMR, and so assumes the SMR contains the head object. It would be easy enough for someone to adapt the LipSyncTexture script to make it work for a model instead, …
The bug-hunt continues. 1.42b fixes the last known issues, and also brings Unity 5 compatibility (no more auto-upgrading!)* Added: Unity 5 compatibility
* Added: Significant performance boost when viewing large numbers of Actions in the ActionList …
With the number of fixed 1.42 brought, downgrading isn't a good solution. If you found 1.41 solves the issue, then my assumption that it was down to Unity must be wrong. I will continue to investigate.
EDIT: Fixed in 1.42b. From now on, if you w…
If you're just skipping text, you don't need to be running it in the background. But if you want to skip an entire Cutscene, set it to Block Gameplay, then map the EndCutscene input to either a mouse click or a keyboard press.
If you use parameters, you can set the pause time in the "Engine: Pause game" to anything you like.
Create a new ActionList asset / Cutscene, give it a float parameter, and set that to the pause time of a single pause Action. Then give i…
My gut feetling is that this is more of a Unity issue than an AC one. AC doesn't "do anything" to the music during scene transitions beyond allow the gameobject itself to survive. A search of the Unity forums brought up reports of simila…
If Tin Pot works, I'm afraid it must be down to some difference (however hard to find) between the two prefabs.
Know that you can also raise the jump force from the Settings Manager, under Movement settings.
Don't forget about the new Engine: Run in parallel Action - with that, you can create a separate branch of actions (use the ActionList Editor window) that run independently. You can therefore have your animation actions run separately to the others.