Well, I can't give support on using other assets, but so far as running it through AC, I would go for the second idea (assuming the button is an AC Menu Button).
Create a menu with a button, and set it's Click type to Custom Script. Then, you can …
No problem - don't add any other scripts to your particle system, certainly not the LocalVariables script!
Inside the Variables Manager (in the main Game Editor window), look for the Local Variables section and click Create new Local Variable. Be …
I appreciate you working around it, but it's important that the feature works as intended!
Are both graphics in Resources folders, and are their filenames unique?
Is this an instant switch? First I'd recommend updating to 1.36, and then see if it persist. If not, it may be best to do a bit of debugging on your end - inside the MainCamera script's FixedUpdate field, insert this line:
Debug.Log (attachedCame…
I'll look into incorporating some of these suggestions, thanks. Though many of the ActionList features are already there: you just need to right-click in "empty space", not the Action itself. Select Action(s), then right-click on empty s…
@hedgefield: Thanks for the alert - it's not a major issue, but does prevent the camera from being set up correctly. I'll have a 1.36a release out soon - will wait to see if any other issues crop up first.
This is a more Unity-based issue than one specific to AC - have a look on the official Unity forums first. Once you have a solution, then we can see about linking it to your AC project.
Need more than this - there's been no change to the script. Is the action being run from an asset? What kind of GameCamera are you trying to switch to?
Use an Integer variable - change the value after each response, and change the next response based on it's value. The demo game does this with a boolean to give a different response when using the canvas more than once.
Within the Scene Manager, assign a cutscene to the "On Load" field - this will be run whenever a saved game that takes place in the scene is loaded. Within this cutscene, you can use the Engine: Play sound Action to configure your Sound ob…
I apologise for being misleading, it was not my intent - the point was that it allowed for greater movement control than AC's built-in First Person mode
Can you be more specific? I haven't played it, but know that you can style your own Conversation menu with the Menu Manager. Just copy the Demo game's Conversation menu and tailor it to your liking.
Local variables are specific to the scene in which they're created - global variables can be accessed in any scene.
Attach a ParticleSwitch script to your particle system, and when you set your variable to true, use the Object: Send message Action …
I see what you're getting at, but I'm not sure that's the best solution - it would make navigating eg menus more complicated.
Is it just Hotspots you having trouble with? You could try creating a Menu button set to call the FlashHotspots input axis…