To set the camera's target to a child of the Player that gets spawned in at runtime, attach this script to the camera and make sure the "Follow Child" name matches that of the child object:
using UnityEngine;using AC;public class SetCamer…
If the Size field is set to Manual, it should stay fixed. Though, the best approach would be to use Unity UI - as this does away with AC-set size properties, and relies entirely on easily-configurable Unity UI components.
A tutorial on converting …
Menus and their elements are processed in the order they appear in the Menu Manager - is the Hotspot element underneath both of the InventoryBox elements?
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Quite right.
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Thanks for the details - I'll attempt a recreation. Does the issue also occur if - instead of running the Action - you manually change the "Hotspot detection method" field at runtime in the Settings Manager?
I'll need to recreate the issue, first. What are your AC/Unity versions, and can you share screens of the Container's Inspector, the item, its properties, and your Settings Manager?
I'm not sure what you're referring to with items - there's no mention of selected items above.
However, the currently-highlighted inventory item instance can be gotten with:
AC.KickStarter.runtimeInventory.HoverInstance
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For demonstration purposes, since the cursor is locked by default, it shows during gameplay so that you can check that items are being added correctly.
You can adjust this easily however, by going to the Menu Manager, selecting the Inventor…
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Use FloatValue and TextValue instead of floatVal and textVal.
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Yes, you could create a Blend Tree and use a parameter that goes from 0 -> 1 to control it. You can get how far along a Draggable is along its track with the GetPosit…
AC needs to be informed of what scene data you wish it to save, by way of attaching "Remember" components to your objects.
See the Manual's "Saving scene objects" chapter for details.
I'm not the script's original author, but an adapated "MultiIntCheck" script should be something along these lines:
using UnityEngine;using System.Collections;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamesp…
You mention the camera - is this for a first-person game?
If you're switching camera, you can use the Camera: Switch Action's "Custom Curve" option to control the switch's movement using an animation curve. A series of such Actions could…
Scripting is necessary, so it's probably about the same, but you could also set the Label's text directly with the OverrideLabel function:
PlayerMenus.GetElementWithName ("MyMenu", "MyLabelElement").OverrideLabel ("MyText&q…
As the Action only needs to run once, you can simplify it to:
public override float Run (){ KickStarter.settingsManager.hotspotDetection = HotspotDetection.MouseOver;}
Which method are you having trouble with, and do you have issues if you set …
You're using the Object: Animate Action? Check that the Animator object has a Constant ID component with Retain in prefab? checked, and that the Constant ID number is being recorded by the Action.
Since this thread was posted though, you can now u…
You can check Single 'Use' interaction? in a Hotspot's Inspector to have it be a "one-click" Hotspot.
When clicked, this causes it to runs its first-enabled Use interaction instantly without first bringing up the Interaction menu.
So the cursor changes to a South graphic when at the bottom of the scene, North when at the top etc?
Your script doesn't account for any position on screen - only the amount it's moved by between frames, in world-space.
If you use Unity UI for you…