Looks like a wider issue with the scene, where it's not able to successfully create a destination position for the Action.
I can add a bypass/warning in this event, but it won't solve the original issue.
Does the Action have Pathfind? checked, and…
Apologies for the trouble - it looks like this is caused by having Dialogue System Actions inside the AdventureCreator folder. The main AC folder should not have custom/third-party scripts added to it.
You will need to move DS's custom Actions out…
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See my earlier comment above: these issues are specific to your project/settings. I can look into them, but I'll need exact details/screenshots to recreate them.
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I'm afraid so. A Conversation's options must be pre-defined in order…
Cameras
* Added: Ability to configure the size if the GameCamera 2D Drag camera's cushioning behaviour
* Fixed: GameCamera 2D Drag camera not respecting its original position values
* Fixed: First-person camera's pitch not recorded in save-game dat…
Full changelog:
Upgrade notes
* Save-game files made before v1.80 will not be compatible with this release by default. To allow for this, remove the Script folder's AC.asmdef file
* The Scripts folder now has an "AC" Assembly Definition…
Are the inputs in your new Action Map being read by a separate asset/script, or are they AC inputs?
The ControlsReader doesn't reference specific Maps - if I move e.g. the InteractionA Action to a new Map, it's still read in testing.
Can you share…
The Animator in your video isn't "live" - you need to select the object in the Hierarchy for it to show which animation is playing at runtime.
It does look like your project has more than AC present. I can't tell from the video if anothe…
Can you share a screenshot of your Player's full Inspector?
My hunch is that this is related to root motion, rather than navigation.
It looks like the character is relying on root motion for movement (and possibly rotation). If this is the case, …
This isn't an AC topic, but you may find this useful:
https://zehfernando.com/2015/unity-tidbits-changing-the-visibility-of-androids-navigation-and-status-bars-and-implementing-immersive-mode/
The item won't fly back if no longer present in the Inventory at the time - but if the Hotspot runs a "Player action" beforehand, it won't remove the item until the Player has reached the Hotspot.
You could see about using events removing…
v1.80 will be out soon.
The old API will still work, but with it the ShowGUI function could be reduced to the following:
public override void ShowGUI (List<ActionParameter> parameters){ ComponentField ("Converation:", ref conver…
It looks like this occurs because of the Raycast Target option on your Inventory UI's Image components.
Uncheck this option for each Slot's Image child object and it should work.
A tutorial on impementing parameters in custom Actions can be found here.
The syntax will be made easier in v1.80, but for now this will do:
using System.Collections.Generic;using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ …
To be clear: the mesh also hides in the Scene window?
What's the exact type of Renderer you're dealing with? If it's a Skinned Mesh Renderer, try checking Update When Offscreen in its Inspector.
Otherwise, keep the live Animator window open at th…
Thanks for the details.
You can keep UI objects overlapping if that's easier - removing the Graphics Raycaster should prevent it from interfering with interactivity.
For the ActionList: there are a few steps you can take to reduce the number of Ac…
Perfectly clear, thank you.
It's a fair feature request and one I think would be beneficial to others. I'll see about implementing this as an option as part of the upcoming v1.80 update - thanks for the suggestion!