The next update will be bringing a new Action that checks for input keys - this will make the creation of arbitrary QTEs much easier to make. The demo error with the ArrowPrompt has also been fixes.
In general, timed sequences can be made by callin…
That's the correct behaviour. If you want the menu to transition in, uncheck "Enabled on start" and use the Cutscene on start to turn the menu on manually, with the Menu: Change state Action.
Please, no sad faces!
GameObject.FindWithTag (Tags.persistentEngine).GetComponent <StateHandler>().gameState = GameState.Paused;
will pause the game and AC, and
GameObject.FindWithTag (Tags.persistentEngine).GetComponent <StateHandler>…
I'm afraid not - AC's implementation for UFPS is with more "passive" games in mind. The FPSCamera is intended, though it shouldn't be active. What bugs, exactly?
Button flashing will be implemented in the next updated. You'll have to supply a separate texture, which can either be the same one used to highlight, or a different one.
Two definite features:
* Head turning for 3D games (including facing Hotspots, Grim Fandango-style)
* Ability to run ActionList assets both in the background and simultaneously
And possibly more. Looking into something quite neat, but I'd rather …
A hotspot needs to be on the Ignore Raycast layer to be properly disabled. You can use the Object: Send message Action to change it's layer by sending the Turn On and Turn Off messages.
Why not parent the object to the table in the Hierarchy window? Also be sure to add the RememberTransform script to thetable, so that it's postition is stored in save games.
To enable or disable a hotspot, call the Object: Send message Action on it…
No problem, but please understand I can't really go and fix your friend's script! However, make sure that you rotate by floats, not integers. If the problem persists, just check the "nearby" rotation: e.g. >89, <91, instead of =90. U…