Does the jerky movement occur when the camera is moving, stationary, or both?
I'll need to see the exact settings you have to recreate the issue. Can you share your AC/Unity versions, as well as screenshot(s) of the character's full root Inspector…
Creating a "Remember Light" component, that saves the 'enabled' state of a Light, is used as an example for the Saving custom scene data tutorial.
If you want to save the Light's intensity, you can use the same principle to store it as a …
Looks like the "Mark chosen" option isn't currently compatibly with the "Fixed Option ID" setting. I'll address this - apologies for the trouble, and thanks for the bug report.
Don't delete the sprite from the Sprite child - that's where it should be.
Do you also have a sprite, and Animator, on the root object, BB-Player? They'll be the duplicates that need removing.
To know what you're working with exactly, it's the In…
Welcome back, @Kit.
You can attach a script to your UI Canvas prefab that toggles the Change cursor when over? property at runtime, based on whether or not an Inventory item is currently being hovered over. You'll need to make sure the string fiel…
If you're simulating the cursor (i.e. with the CursorHorizontal / CursorVertical inputs), it should just be a case of checking Use AC Cursor in the World Space Cursor Example's Inspector.
Version 1.81.2:
* Fixed: "Third Party: Playmaker" Action not exposing its "Event name" field in its UI in v1.81.0
* Fixed: Issues with the "ActionList: Run" Action in v1.81.0
Thanks for the PM - though the project was presenting a black screen upon opening. I had to create and assign a new URP renderer in the Graphics settings.
It's also the case that the issue appears intermittently - but I have a list of suggestions …
Indeed it is an AC issue. A similar fix has been reported here.
v1.81.2, planned shortly, will address this - thanks for the report, and apologies for the trouble.
Turn root object in 3D? will need to be enabled if your character is in 3D space - keep it like this.
If you're getting multiple sprites, make sure you only have one set of sprites on the character. After adding a Sprite Renderer to the Sprite Chi…
If your Movement method is set to Direct, you can assign a Transform to the Player's DirectMovementTargetLock property to have the Player face it at all times.
The following example, attached to an object in the scene, will have the Player face it:…
It's a global setting, rather than a per-character one - you'd need to affect the Scroll speech text? field in the Speech Manager through script.
If you already have a script to do this, you can call it within the ActionList itself by running the O…
Objective lists can be filtered by their type - so you could show e.g. one list for Active, and another for Complete objectives.
With Unity UI, you should be able to arrange these vertically such that the "completed" list can be shifted d…
Please let me know your AC/Unity versions.
The screenshots only show a portion of the Player's full Inspector, but this may be a case of them having no "sprite child" assigned.
Does the character's Animator have "Apply Root Motion&q…
What are your AC/Unity versions, what is your camera type, and are you getting any related messages in the Console when this occurs?
Check that the active GameCamera has a Constant ID component attached - it's necessary for saving to work correctly.