When using Sprites Unity mode, AC plays animations automatically by naming convention. They don't need transitions, but you do need to add on the directional prefix if its set up to use multiple directions - which is the case by default.
The Conso…
The turning behaviour of characters under Direct control has its own setting - Turning mode under the Settings Manager's "Movement panel".
Set this to Independent to prevent vertical movement when using horizontal inputs.
(Quote)
Is the …
Which version were you updating from, and on what platform?
Is it the exact same error when running either of the demo games, and does this occur when you create a new scene and assign a default Camera in the Scene Manager?
I can't reproduce the i…
The MainCamera will read the FOV each frame and apply it to itself, but I'm not sure why the referenced GameCamera would be affected. Though, waiting 1 second is probably causing it to run once the transition is complete.
I'd still recommend switc…
Let's move this to a new thread in Technical Q&A.
Are other events listed / able to be created?
The error suggests one has somehow become corrupted. Does this occur if you swap out your Settings Manager to e.g. Demo_SettingsManager and re-ope…
What is the input?
If it's defined as an Active Input, you can use the Input: Toggle active Action to disable it as part of the Menu's ActionList when turn on asset file, and vice-versa.
Apologies for the delay. I'll give this some thought - are you referring to an embedded package, i.e. one whose files are in the same directory as your project?
Are the EventSceneSwitch and EventVariableChange files present and correct in AC's /Scripts/Events/Events folder, with no duplicates, and are the Scene: Change and Variable: Change events available/used in the Events Editor?
Welcome to the community, @paoloronk.
Thanks for the report - though I can't reproduce the issue.
Is this a case of previously-exisitng speech not being updated/removed, or speech created since the last gather process not being included? I'm assu…
What is the game's current "state"? You can learn this by enabling the AC Status box at the bottom of the Settings Manager. At runtime, it'll display the state in the upper-left corner of the window.
If you're in Gameplay and the cursor…
Recreated - looks like it's due to a change in AC made after the switch to v3.
To fix, open up the integration's AC_UCC_Character script and replace the OnEnable/OnDisable function block with:
private void OnEnable(){ EventManager.OnEnterGameSt…
You can use:
KickStarter.cursorManager.waitIcon.ReplaceTexture (emptyTexture);
Where "emptyTexture" as a public Texture2D variable, set in the Inspector to an invisible texture.
Welcome to the community, @DankShellz.
IsActivePlayer is the correct function - but I suspect it's being called on the wrong object.
When Unity spawns a prefab into the scene, this copy is technically a separate object. It's the scene instance - …
You can use the Menu: Change state Action to turn on your Options menu. You can call this as part of a Button element's ActionList when click asset file.
A tutorial on creating a title-screen Menu can be found here.
Perhaps the use of the word "Toggle" in the Action's name is misleading - because its enabled state is set by the New state field, as opposed to automatically being inverted.
To make an Active Input enabled, check this box.