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ChrisIceBox

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ChrisIceBox
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  • Rather than parenting the Player to the Moveable, attach this script to the Moveable instead: using UnityEngine;using AC;public class TransferMoveable : MonoBehaviour{ public Moveable moveable; private Vector3 offset; private Vector3 updat…
  • (Quote) When the Player is on the ground, then, is that to say they're playing their regular "Idle" animation, as though nothing was loaded at that point? I may need you to PM me the files involved to recreate this. The scene, Player pre…
  • I could recreate the earlier issue, but not this one. Does the animation itself change the position of the root or sprite child, and are you forcing the Player back to their Idle state after climbing down? Lets see screenshots of the Actions invol…
  • Thanks for the clear explanation. The camera turns because the Player is moving backward to reach the Marker. What you can do instead is rely on the Moveable component to simply beeline to the Marker without the use of pathfinding. Set the Hotspo…
  • Thanks for the details - I've recreated the issue. It's not an issue with the wiki script exactly - but the script highlights an issue with AC itself. I'll address this in the next release, but in the meantime you should be able to apply a tempora…
  • Do the same thing for the same lines further down inside the two "else" blocks, around line 1072 / 1078.
  • I'm not clear on the behaviour - is this a case of the movement being incorrect, or just the rotation? If you can share a video/annoted screenshots of the behaviour (both before and after the script, if there's a difference), it'll help clarify the…
  • Welcome to the community, @entropy. The issue is that the indices you're setting don't exist yet. If you assign an X value of a page number larger than the number of pages it currenly has, then it'll be added to the end. A way around this would b…
  • I can't recreate such behaviour - what are the rest of your Player's Inspector values/components? If you're using a Rigidbody + Capsule Collider combination, is there any difference if you replace both with a single Character Controller? If you ca…
  • It may be a Unity issue, in that case. What Unity version/platform are you working with, and are you saving the project before restarting? If you can create a .unitypackage file or project .zip that has all the files necessary to demonstrate the i…
  • The scripts don't deal with when the Menu is displayed - that's still determined by the Menu's Appear type property. Is it set to On Hotspot? If so, it will react to Inventory items - or any Menu that has a "Hotspot label". To prevent i…
  • For each character, attach a Sorting Group to the same object that has the "Follow Sorting Map". This is a Unity component that allows child sprites to retain their Sorting Order values relative to one another, but all rely on the Sorting…
  • Does the issue still occur after removing the script? To be clear: is the issue that you can add one and then two Dandelion Puffs into the same slot (separate Hotspots/interactions), but then the third is moved to a separate slot? As a test, tempo…
  • If you want to be able to flip between the pages, showing different images, then you'll need to use a Menu so that it's content can be dynamic. You can re-style the Menu, however, to remove the borders / text etc by editing the Menu's properties. …
  • Conversation options are on-screen labels only - they are not spoken directly, and so do not have associated voice-over. If you want the Player to say the line that displays on-screen, create an additional Character: Speech Action that explicitly s…
  • What are your Unity/AC versions? Assuming you're using the latest, open up AC's Player.cs script and look for the following on line 1033: ForceIdle (); Replace it with: if (!playerData.inCustomCharState) ForceIdle (); Does that resolve it? If …
  • Recreated - actually, this warning can be removed simply by deleting the script line it references, CustomGUILayout.cs line 735.
  • Conversation options are not the same as speech lines - you need to set the Speech Manager's Type filter to Dialogue Option to view them. If an option has been gathered, and assigned an ID, it'll be displayed in its Properties panel in the Conversa…
  • Thanks for the details - ignore my script above, I was misunderstanding. This'll be a little bit involved, so we'll need to take things step by step. What you can do here is rely on a Document to store the notebook's pages. In the Inventrory Mana…
  • Is it that the door is causing the Player to turn, or just that the NavMesh requires the Player to turn around to reach the Hotspot's Marker? It's a bit hacky, but you should be able to lock the rotation with this script (LockDirectionToHotspot.cs)…
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