1) How many more?
2) You can create a button in the same menu that, when clicked, runs custom code - you can use this to insert your own export code. See section 10.4 of the manual.
3) Good suggestion, will add
You just have to change the camera's Input axes. Go into your Input Manager (Edit -> Project settings -> Input), and define two axes that accept your mouse's X and Y axes. Then just enter their names into the camera inspector.
I'm not clear on what it is you're trying to do. "Change a menu" and "Interact with the menu it doesn't start" isn't enough for me to help. Screenshots of the setup that works, and that which doesn't, would be much appreciated.
Are you using the latest version of AC? The Sound script has been updated since your version, I believe.
The only case that I can find the loop being unchecked by AC, is if you use the Engine: Play sound to manually play the sound without looping.…
The only way I can recreate this is if the camera hasn't finished Crossfading before it's asked to do anything else. Was that the case with your set-up?
Welcome to the forums!When I interact with something just as I click the mouse button I get a
flash of text (where the real mouse pointer is) showing the text that
hovers over the hotspots, how do I stop this?
From the Menu Manager, delete the H…
To show the Inventory, you need a menu that's set to display it. The tutorial, like the demo, has a Menu called "Inventory" that's set to show up at the top when the mouse cursor appears over it.
Check your Menu Manager. If it's blank, …
I was waiting for someone to ask this!
Yes, I expect so. What form it will take, I don't yet know. Likely it'll be a "user-side" workflow, just like AC's Mecanim support is, over the more automated Legacy integration.
You can use the Player: Constrain Action to disable the effects of gravity during gameplay. So long as the player's walking uphill, this should solve the issue. And if you need the player to be able to walk downwards while gravity is disabled, you…
You have a couple of options:
1) Use the Object: Transform Action to move the object. It has a few options regarding speed, etc, but doesn't offer the fine tuning of:
2) Using the Object: Animate Action to animate the object's movement. You have f…
RuntimeInventory - yes, of course.
The Add function may limit you, but the localItems (I believe, not invItems, after all) is public, so you have complete control over it anyway. The code you'll want to write can be written all in a custom action -…
Sorry, I'm having a bit of a mental gap here - how are you currently turning on the menu with the right click? A screenshot of the menu in question would also be helpful here.
It should be possible to do this in a separate script that sits alongside the player script. The idea behind AC's mecanim integration is that - unlike the Legacy implementation - it leaves most of the control up to the user.
AC will output the play…