Are you referring to this note from the v1.80 Changelog?
(Quote)
This isn't a bug - the behaviour in v1.81.5 and beyond will be the same, it's not limited to v1.81.4. Have you tried removing the AC.asmdef file?
It supports moving behind the Player if movement is detected - i.e. it'll naturally go behind once the Player begins moving. This won't kick in if the Player is idle, however.
What's the exact behaviour you're looking for? For the camera to reset…
We're dealing with a release that's five years old, but I expect its a deltaTime issue.
Try adding the following to line 1115 of the PlayerMovement script:
freeAim *= Time.deltaTime * 50f;
* What method are you using to integrate the Cinemachine Brain with AC? An integration package, which supports saving, is available on the Downloads page.
* Check that the Pause menu's ID number is unique in the Menu Manager - this was an issue wit…
I'll need a few more details to understand the situation. Firstly, what are your AC/Unity versions?
Is the random movement Action a custom one - e.g. this one on the wiki - or a regular Character: Move to point Action the references a "Random…
Welcome to the community, @MagicTorch.
Switching a Menu's Source to Unity UI requires that each of the elements have a corresponding Unity UI component to handle its rendering.
The default Menus and Elements have these, but if you've added to them…
It sounds like a case of a 2D collider not being able to perfectly overlap a 3D one.
As I see it, there's two ways to solve it:
* Have the scene override the game's 2D perspective, so that it is a 3D scene and works with 3D colliders on Hotspots (…
It's possible, but only through custom script.
If your Menu is named Document, and the page text is in an Element named PageText:
if (KickStarter.runtimeDocuments.ActiveDocument){ MenuJournal journal = PlayerMenus.GetMenuWithName ("Documen…
Version 1.81.5:
* Added: The Auto Lip Sync component now relies on the attached character's "Speech AudioSource", if assigned
* Added: Unity UI-based Label, Graphic and Journal elements can now disable their UI components, rather than the…
I recall you're relying on a custom interaction system for your game - I'll need to first know if this is an issue with AC without the use of custom scripts, or if it's a case of the custom script needing to be amended.
If you remove your custom sc…
Apologies for the trouble.
I'll need the error message in full in order to address it, however. If you open up the Console window and select the message, it should have code references underneath.
Remove the Hotspot object completely for now, and use this replacement script:
using UnityEngine;using AC;public class DynamicDragInput : MonoBehaviour{ public string rmbInputName = "Right mouse button"; void Update () { b…
Thanks for the details.
The log message suggests that the item de-selection is coming from an Inventory: Select Action - with a Select type set to Deselect Active.
Is the log you're showing the exact one that showed up at the time of the issue, an…
AC menus will always be drawn atop Unity UI ones, and as they don't involve Unity's Event System, they won't block interactivity to UI ones underneath.
Ideally, Unity UI would be in use for all Menus - at least those that can be shown together. Ot…
A dummy Hotspot like this should typically be placed on the same object as the Draggable - is it placed on a child because yours is a 2D game, so that a 2D collider is necessary?
We'll need to solve these issues separately - remove the Hotspot for …
The Options script's LoadPrefs function makes calls to PlayerPrefs, both from the Options data and the Save system.
Options data is similarly handled with a separate interface subclass - OptionsFileHandler_PlayerPrefs is the default.
All such call…
Welcome to the community, @Flavio.
I can't think of any specific reason why this would happen - particularly due to saving. What's your Unity version, and have you made any changes to the save system / Save menu?
(Quote)
Is this to say that the i…
It's hard to say if this is a bug or not, as it depends on the size of your screen and texture. Unity UI would not have this issue, however.
To help pin it down, open up AC's MenuGraphic script and replace the line (around 530):
if (graphicType =…