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ChrisIceBox

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ChrisIceBox
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  • What do you mean by lights?  This thread was about menu elements.
  • I'm not familiar with LookAtIK, so I can't give a proper answer, but I shouldn't think you'd need to edit any AC scripts - so long as you're only manipulating the Player Animator rather than the AC Player itself. I'd change the TurnLeft / TurnRight…
  • You can just use the Object: Send message Action on it.  Pass the "Turn Off" message to the Hotspot and it will be disabled.  To disable an individual Interaction on the Hotspot, you can also use the Hotspot: Change interaction Action. Al…
  • The "foldout" behaviour is because of the way Unity handles asset groups.  It's not an ideal way of working, but they've been made aware of it and I hope they'll improve it at some point. You should only ever make changes to the "Act…
  • Being able edit asset-based Actionlists in the editor window is a complex upgrade, but one I would like to make at some point. I understand your other questions, but I don't have an answer for the moment.  I will investigate your suggestions, and s…
  • Please don't re-post in another thread - this is the right place.  With a little patience, and we'll see you get the help you need. It's not clear from your description what you've done so far.  If you can post screenshots of the Bird's Animator, t…
  • Manually disabling / re-enabling menus is indeed the way to go.  I shall update the tutorial to reflect this. Try locking the InGame menu rather than turning it off, it'll prevent it from turning on at all - you can use the Menu: Change state Actio…
  • Looks like a bug.  Will have it seen to.
  • It's an issue with Unity, not AC as such, that they can't be prefabbed.  Another issue is that many Actions rely on scene-based objects, and the connection will be lost if the ActionList is placed outside of the scene. Inventory and Menu ActionList…
  • Thanks.  Are you using any other script assets in your project that might be causing a conflict?
  • The GameCamera2D?  Shouldn't make a difference - the memory spikes in-game, rather than the moment you create a new camera, correct?  I'm assuming the memory leak is the full-screen texture that the MainCamera pastes over the screen during the cross…
  • Not in the interface, for the moment, but you should be able to do this with a manual script.  In C-sharp: AdvGame.GetReferences ().settingsManager.movementMethod = MovementMethod.Direct; AdvGame.GetReferences ().settingsManager.movementMethod = Mo…
  • You can set a Menu's "appear type" to On Input Key - pressing the chosen key will toggle the Menu. Within this menu, you can create an Inventory Box of type "Display Selected", which will only show the currently-selected Invento…
  • They're created using 3D animation software (Blender in this case) - no scripting was done.  The Character: Animate Actions were used to layer some of them together (such as Brain sitting down, turning his head and talking), but still no custom scri…
  • Unfortunately no, this would cause the "links" to the Speech Manager to break.
  • Are you using the latest version (1.33b)?  Can't reproduce the error - deleting Menus and Elements within Menus works fine for me. If the error persists even after a Unity reload you may have to unset the Menu Manager asset manually by finding the …
  • Noted.  The bone issue has been fixed for the next update.  I'm hoping to get it out this week, but it may have to be next week instead - the more issues raised, the longer it takes!
  • It's a limitation for the moment, to be sure, but I'll look into improving it.
  • The "method name" is the name of the function, not the integer.  You need to write a function that changes the integer's value. In JS: function SetValue (_newValue : int) {     canRotate = _newValue; } In C-sharp: void SetValue (int _n…
  • Are you relying on custom code anywhere?  There's no "DisableGravity" message or function within the whole of AC's source code.  Though if it's referencing an AnimationEvent, there may be something within the Animator component.  Have you …
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