It's not per input/interaction mode - the "examine" interaction is the only one that's separate. All other combinations transfer, and the input method is irrelevant.
Part of it is to do with the fact that AC didn't have "interaction…
The Examine interactions are supposed to be removed once you set your Interaction method to anything other than Context Sensitive. With Choose Hotspot Then Interaction mode, the point is that you define exactly what you want your interactions to be…
You haven't said which of the two saves you're loading - the one at the PlayerStart, or the one on the catwalk i.e., what should the player collide with first? Also, are you using UFPS, or AC's built-in First Person mode?
You shouldn't have to resort to using a frontend scene to counter a bug with AC - better to solve it at the source. Could you explain your set-up / give steps to reproduce? It may be useful to make a copy of your problem scene, and reduce it's com…
This isn't a guide to making animations or working with Unity in general - try this forum instead. Once you have an animation prepared, ask again and we can guide you through the process of using it in AC.
The GameCameraThirdPerson inspector has a "Drag-controlled" option - check it, and you can rotate the view so long as your touch begins on "free" space, e.g. not on a Hotspot.
The _Camera script is designed to let you use your o…
Well, a lot to take in here. Let me deal with the bigger issues, first. I'll number them so I don't get confused if you want to reply.
1) The manual states that the method of "holding left, tapping right" is only for Context Sensitive m…
Without further info, there's not much I can suggest. Is there any difference at all with them from other hotspots? e.g. are they made prefabs, given ConstantIDs? Screenshots would help.
You mean an inventory bar that toggles on and off from a separate button?
Create the button in a separate menu. In it's ActionList that runs when clicked, use the Menu: Check state Action to detect whether or not your Inventory menu is visible. I…
Please see me comment in your previous thread. What do you mean by "detect a item by"? The active Hotspot can be found with:
AC.KickStarter.playerInteraction.GetActiveHotspot ();
First off, 1.41 provides a much easier way of referencing scripts: no more do you need to use GetComponent, you can just reference a static function. RuntimeInventory, for example is now:
AC.KickStarter.runtimeInventory
Secondly, it's not complet…
You shouldn't have to select an item before you can inspect it - your intention is exactly what it should be (under the default settings, that is).
Check your Inventory settings. Is Inventory interactions set to Single? A number of inventory-relat…
It's true: you can simply drag the player prefab into the field.
However, you could always re-position the PlayerStart marker out of view, and move him inside when ready.