Create an Cutscene that uses a Variable: Check Action to either turn the light on or off, depending on a bool's value. Set this as your scene's Cutscene On Load, and it will load after the variables have been restored.
Alternatively, try moving th…
Regular scene-based ActionLists (such as Interactions) cannot live as prefabs. However, ActionList assets exist for just this reason. In your Project windows Create menu, you can choose Create -> Adventure Creator -> ActionList asset, and cr…
As of 1.41, a local player object will still work - though you should normally rely on a prefab in the Settings Manager.
As for your camera problem, the Camera will automatically follow the player. I'm assuming your using the regular GameCamera? …
Are you relying on Mecanim root motion, or AC? It could be a couple of things:
1) Your character's Deceleration variable is too low.
2) Your Destination accuracy slider in the Settings Manager is too high. This measures how close a node must be b…
There's likely all kinds of rare situations where you might want to temporarily change one variable in a manager - adding an "override" setting for one wouldn't be an ideal solution. I'd say a better way to do it would be to change the re…
Any AC Cutscene can be run through script by calling it's Interact () function. But if you're using the Unity UI, you can add an OnClick event to the Button to call this within the Inspector.
The manual states that this is for Keyboard / Controller, not Direct - that's a separate setting.
I'm not clear what you mean by "X and Y axis" - if you can post a screenshot of your Input Manager, it'll be easier to see the problem.
This shouldn't be happening - is this in a local scene object? So long as you don't duplicate ActionLists, or add multiple scripts to one object, you shouldn't have trouble. At what point do things disppear, and what version of AC are you using?
Currently, you can only parameterise the the object to transform, and the Marker you're transforming to. Set the transform's type to "Copy Marker" - you can then choose which Marker is referenced with a param.
This is always going to be a bit of a hack, because the best way to do this is to modify the animation file itself. But try this line instead:GetComponent
Have you managed to find the "invisible object" in the Hierarchy window? It's hard to give advice without knowing more. If you can find what it is exactly, post a screenshot and we'll see what can be done.
The "Cutscene On Load" trick is generally for animation states - in the case of the gas can, it shouldn't be necessary.
Instead of deleting the object, you could just make it invisible - attach the RememberVisibility script to save this.
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