The Dial menu's "Appear type" is set to "Manual", which means it should only turn off if explicitly commanded to.
Your "Dial_Log" ActionList, which runs before the Conversation, appears to reference this Menu. In what…
* It's appearing as untitled because you're not declaring the Title or Category properties
* The code in Run won't run because isRunning defaults to False and is never set to True
* gameObject in AssignValues is set as the scene's SceneSettings obje…
Thanks for the bug report.
To fix, open up AC's GVar script and replace its IsGlobalVariable function (around line 597) with:
public bool IsGlobalVariable (){ if (KickStarter.runtimeVariables) { foreach (GVar gVar in KickStarter.runti…
Is the Property with ID = 0 available for all Items?
One thing to note about the InvInstance class: it can be non-null but still invalid, if the amount it represents is zero.
Rather than a null-check, use its IsValid static function instead, i.e.:…
I'll need to be very clear on your exact setup. Can you share the scripts involved, with details on where they're attached / screenshots of your Settings Manager?
It doesn't get called because the code block will only run if Input.mousePosition != startPosition is true, in which case the first sub-block will run.
You can replace:
if (button == 0 && Input.GetMouseButton(0) && Input.mousePosit…
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Essentially: InvItem is the original asset, and InvInstance is the runtime instance of it. The latter should always be the one you modify at runtime - a page describing the general concept can be found here.
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You may have already fo…
Hard to tell without seeing the specifics, but a Menu's visibility is based on two things:
* Its "Appear type" property matches the current state of the game
* The Menu is unlocked
Does your Conversation menu pause the game? If so, Menu…
Is this with Unity's 2D skeletal system, or a third-party such as Spine?
If your character has an Animator, controlled with parameters, you can have a custom script copy the parameter values from the original to the copy in an Update loop.
You can do this with the camera's SetPitch function, setting the pitch angle to zero.
Here's a script that calls it whenever you switch to the first-person camera:
using UnityEngine;using AC;public class ResetFPCamera : MonoBehaviour{ void OnEn…
I may have been a bit premature in updating the wiki script - as it will require the upcoming v1.80 update to display in the correct order.
In the meantime, you can hack this by opening AC's Conversation script, commenting out the two instances of:…
Search your Project window for the ScriptedActionListExample file - it's an annotated script showing a pair of examples that involve generating Actions at runtime.
Thanks for the details.
It looks to be because the Motion control field is set to Manual, which is intended to allow integration with custom motion controllers. When this option is set, AC won't affect the character's motion directly - but public …
Welcome to the community, @atessa.
We'll need to determine if this is an issue with your NPC, or with the scene's NavMesh.
From what you describe, it sounds like its to do with the NPC. You can check this by dropping the 2D Demo's Player characte…
If line 23 is Texture photo = item.Tex;, then it's to do with the item not being in the Player's inventory. You're running a for loop through each item ID, but not checking if that item is present tat the time.
With the use of properties, however,…