The label shouldn't affect the action inside, but just to be sure: does keeping the action expanded BEFORE it's run correct the issue?
What do you mean by using the Object: Send message Action to change the variables? I'm not quite clear on how th…
You can run as many ActionList in parallel as you like. Use the Cutscene prefab (from the Scene Manger) to create ActionLists that run when you choose to. You don't need to state Interact on them - just use the Engine: Run ActionList action to cal…
I can't recreate the issue (behaviour works as normal for me), but I'm not sure what you mean by flipping from the Z axis back to Y. Could you post shots?
In top-down 2D mode, colliders should indeed rotate. The inner workings is basically that t…
In AC, this would likely be done with Menu Buttons, rather than Hotspots. You can link button clicks to ActionList assets by setting the "Click type" to "Run ActionList".
Following on from @cyborgrabbit's advice, you can then u…
This will be fixed in 1.37, but because it's ETA is a little up in the air, here's how to fix it in the meantime:
ActionVarCheck.cs: (line 405)
change:
compareVariableID = ShowVarSelectorGUI (localVariables.localVars, compareVariableID, false);
t…
Without a clear description of what game exactly you want to make, I can't say whether or not it's possible in AC - nor can I help with your issues without more detail about what you've already tried. However, 2.5D with single-axis movement is inde…
Copying select parameters is an essential part of the MainCamera script, since it needs to handle other things besides.
Copying over "new" components (such as custom scripts) would be useful, I agree, but with it brings the problem of los…
Open the Cutscecne up in the ActionList Editor window - do the wires connect up properly? The Menu: Change state Action should never not run actions that follow it unless told to.
As I've said in my reply to your post on the Unity forum, the Player: Constrain Action is used to lock/unlock player movement, but is not yet supported (though soon will be) by Straight To Cursor movement. With that Action, you can also constrain a…
I'm not too clear on what you're asking for - what is it about the current 3rd person camera's "Always behind target?" option that isn't enough? I've replied to your other post - if your own script creates the camera you want, then it's l…
You're asking for help with what's presumably a custom script, without any detail as to what that script does!
The MainCamera is the only camera that should ever be active. "_Camera" cameras are basically references for the MainCamera to…
Try this prefab, which is the one I used to test when developing.
So long as you've set the Movement Method to Ultimate FPS, it should work just fine. The Jump axis won't conflict - you may get warning messages but you can safely ignore them.
You haven't created a GameCamera variable to link.
using UnityEngine;using System.Collections;
public class ComponentSwitch : MonoBehaviour
{
public GameCamera myGameCamera;
void Update ()
{ if (Input.GetKeyDown (KeyCode.Space)) {
…
It's likely that your cursor isn't locked. When in First Person, you can toggle between locking the cursor in the screen's centre (to allow free-aiming with the mouse) and unlocking it (so that you can click on Hotpots without changing the view).
…