How odd. What are your AC and Unity versions?
Open up the AC Status box from the bottom of the Settings Manager to reveal what the game's state is, as well as list any ActionLists currently running. What does it display at the time the issue occu…
Sorry, I'm not too clear on the situation. Are you looking to add a handheld shake to an otherwise regular GameCamera that rotates slightly with the cursor position?
Through script, you can amend the graphic using the SetNormalGraphicTexture function.
However, if you're using Playmaker, you're probably better off triggering an ActionList asset file that has a single Menu: Update content Action. This can be use…
Actually, that looks like quite a sensible change. Are you getting any side-effects with this?
I'll look into this issue further, thanks for raising it.
Look for this line:
foundSaveFiles.Sort (delegate (SaveFile a, SaveFile b) { return a.saveID.CompareTo (b.saveID); });
Comment that out only instead - does that resolve it?
The Menu container for the directional buttons is called Navigation - by default, it's set to show automatically during gameplay. You can use the Menu: Change state Action's Lock Menu command to prevent it from showing.
The arrows themselves don't…
You'd need to place another sprite over the original one, and give it an Order In Layer that's higher so that it is drawn on top. The Object: Visibility Action can be used to hide/show it at runtime.
Version 1.86.2:
* Added: CreateNew variant to the "Container: Open" Action that accepts a specific Menu element
* Added: Menu transition times are now auto-set when using Custom Animation Blend
* Fixed: Addressable speech audio sometimes …
Oh dear. So sorry about that - looks like an issue that only occurs if you also have the Addressables package present.
I've just pushed an v1.86.3 update that fixes this - it should be available shortly. Thanks for the bug report!
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Given the importance I'd still recomment backing up / use of version control in general, but variables are referenced internally by their ID numbers - so renaming them should be fine.
To be clear: you're achieving this by marquee-selecting a single Action, then choosing "Duplicate selected" from the context menu?
The duplicated Action should appear where the mouse cursor was at the time of right-clicking. It shouldn't…
GameCameras update while inactive to make transitions between them smoother, but they'll always be at the same position for a given target position. This will be the case even if they do not update while inactive.
However, they do need to have a f…
This camera type has a SetPosition function that can be called from a custom script. Here's an example script that uses it to move the camera to a PlayerStart:
using UnityEngine;using AC;public class MoveDragCamera : MonoBehaviour{ public GameC…
What are your AC and Unity versions?
In order to use Input System with AC, you must install AC's Input System Integration template - which can be done using the New Game Wizard.
This will generate and assign a new Event System prefab in your Menu …