(Quote)
The arrows that appear are from the "Navigation" menu in the Menu Manager, once set to MovementNodes_MenuManager.
(Quote)
An oversight, apologies. The Actions Manager needs to have a Custom Actions script directory point to /Asse…
Welcome to the community, @Psychonaut.
What are your AC/Unity versions, and what kind of Cameras are you using?
AC will affect the projection matrix of the camera under certain conditions - the main one being 2D Cameras that use Perspective projec…
That will be called automatically already - provided you're using AC to switch scene.
Are you using the Scene: Switch Action to change scene? If you're switching scene through code, use AC's ChangeScene function instead of Unity's own scene-openin…
Welcome to the community, @Conspiracy.
As this is a visual issue, could you share some images/mockups? It will help clarify the specifics of the situation.
If you're using the Inventory, you'd need to define Inventory interactions on your Hotspots…
Is it dependent on what's inside the Inventory, or does it take a long time even if no items are held?
What assets (textures etc) are associated with the UI prefab? Reducing/compressing them would be the first thing to check.
Was the jumping/movement better originally? If so, best to revert back and use a different grounding script to handle FootstepSounds.
First, open up FootstepSounds and look for the PlayFootstep function (around line 114). Just inside the function…
You can check if this is an issue with the scene vs one with your character by temporarily disabling your own Player and dropping in that of the 3D Demo, Tin Pot, to override them. Tin Pot can be found in /Assets/AdventureCreator/Demo/Resources.
I…
(Quote)
Use this replacement for SuperScript:
https://paste.ofcode.org/JMZ2Vp7Tbtz7RauM5Y3N6e
(Quote)
Here's how to do it:
Move your Inventory UI into the scene and set its Render Mode to Screen Space - Camera. Assign the MainCamera beneath, set…
Open up AC's Char script and replace the line:
return _characterController.isGrounded;
Replace it with:
if (_characterController.isGrounded) return true;return Physics.CheckCapsule (Transform.position + (_characterController.bounds.size.x / 2f * …
Sorry, I'm not 100% clear. Are you looking for Remember components to save their data in scenes that aren't open?
That should already be the case. When you switch scene, Remember component data will be stored in a temporary buffer, and then that …
(Quote)
When player-switching is enabled, you can configure PlayerStarts to only be valid for specific Players. The Player: Teleport inactive Action can also be used to teleport inactive Players at runtime.
(Quote)
To be clear: my suggestion for a…
The ground detection calculation depends on the components the character has attached - are you relying on a Character Controller or RIgidbody + Capsule Collider pairing?
Also are you assigning footstep sounds in the Player component, or the dedica…
The Player: Constrain Action can be used to unlock the cursor temporarily. You can unlock it in your title scene's OnStart cutscene, and lock it again as part of the "New game" button's ActionList just before the switch to the game's firs…