As this is a visual issue, it may help to see screenshots of the setup to help understand the situation.
Though, it's best to have the original mesh be in the correct orientation if possible. Are you able to rotate the mesh file in your 3D modelin…
Recreated, thanks for the details.
A temporary fix: open up the ActionCinemachine file, and replace:
namespace AC.Downloads.Cinemachine
with:
using AC.Downloads.Cinemachine;namespace AC
This would be the equivalent for touch input:
using UnityEngine;using AC;public class ClickUpToMove : MonoBehaviour{ Vector3 startPosition; private void Start () { KickStarter.playerInput.InputGetMouseButtonDownDelegate = MyGetMouse…
You can achieve this with the use of input override delegates - see the Manual's "Remapping inputs" chapter for details.
This might need more tweaking to get working for other devices / account for Menus etc, but something along these lin…
Thanks for the details.
The Json data shows that the list of carried Documents isn't being saved - so the issue lies with the initial saving process, rather than loading.
What of the other details mentioned in my previous reply? Any screenshots y…
For the saving/loading, I'd say you're best off relying on a String property, available for Items in your "photo" category, and storing the image data there. This is because item property data is automatically recorded in save-game files.…
It's just a case of the class/filename matching that of the Enum being referenced.
Replace SystemLanguage.English etc with UnityEngine.SystemLanguage.English and it should work.
I can't recreate such an issue on my end - what are your AC/Unity versions, and does the Button at least change colour when clicked?
Check that you've assigned the MainCamera as the Canvas component's "Render Camera", and try removing the…
Speech Bubble is a Template: when you install it, a copy of it is made in a folder named SpeechBubble within your game's main directory. The one in there is the one to change.
Scripting might be necessary, but the behaviour you're describing sounds like the "Choose Hotspot Then Interaction" mode.
See the 2D Demo for similar behaviour: when carrying the Worm, clicking either the Tree or the Bird causes the Worm …
Welcome to the community, @Mobius509.
You can achieve this by dynamically altering the Action fields at runtime, setting them to the specific instance of each prefab.
The key steps are:
* Create a parameter in the ActionList and use it to overrid…
Sounds like this is more a question for Rewired than AC, since its the Rewired <--> Input System assets you're looking to integrate.
I'd recommend sticking to a single input method, though. AC's Input System integration, over on the Download…
You can use variable tokens for this.
Create a Global PopUp variable to store each of the possible variants the description can take, note its replacement token text underneath, and then set the Objective's Description to that token.
At runtime, t…
Your video shows the behaviour, but not the objects that cause it. Please share screenshots showing the Player's full root Inspector, that of the Hotspot child, and any ActionLists it references.
Be aware that, as the Player is spawned at runtime,…
Welcome to the community, @SmithIan.
The Variable: Set Action can be used to update a Variable's value.
If you have this refer to your Integer, set the Method to Increase By Value and then Statement += to 1 to increase its value by 1.
You'll then…
If you want to make the Player character interactive, you can add a Trigger Collider and Hotspot component to the Player as with a regular object in the scene.
For a 2D game, it might be best to add these to a child object, making sure Turn root ob…
It's a bug - thanks for the report.
To fix, open up AC's Menu script and look for the following (around line #2077):
KickStarter.playerInput.activeContainer = null;
Replace with:
if (KickStarter.playerInput.activeContainer) KickStarter.playerInp…
If you already have the logic to turn their head with Triggers, it may not even need to be an NPC, in that case - just an Animator.
Rather than playing animation names directly as part of the Trigger, though, use an Int parameter - set to e.g. -1 w…
Saving is prevented while in a cutscene - but if you play speech that's not in a cutscene, you can save.
Set the ActionList's When running field to Run In Background. If you need to prevent e.g. Player movement and interactions during this time, u…