You don't need to place two tracks end-to-end like that - a single track spanning the full length will do it.
If the curved line at the intersection is another track to connect to, you can create a connection point around halfway along the single s…
So the RenderTexture is displayed in an Image component on the Canvas?
The Remember Video Player component will save the playback state of the Video Player - it should be enough.
Is the Canvas registered as an AC Menu, and - if it's a prefab - doe…
Revert any changes made to the CustomInventory script and replace the code block:
KickStarter.playerInput.forceGameplayCursor = ForceGameplayCursor.KeepLocked;KickStarter.playerInput.canKeyboardControlMenusDuringGameplay = true;
with the following…
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Best to deal with one issue at a time - we'll come back to that after the Inventory.
The code you've commented out is to do the opposite of what you're trying to do in your video, i.e. select with the joystick, as opposed to pressing the in…
It looks like this is more to do with the two ActionLists being linked. Did you duplicate "1" to create "2"?
If so, if you manually create "3", add the same Actions as "2", and then have "1" refere…
What's the specific issue you're having?
If you want the red dot to be moveable both back and forth between the tracks, you'll need to set up the "Connected track" fields on both.
Make sure that the "Centre position" is correct…
It's not strictly via Actions, but an Objective will need to be made active before it will appear in RuntimeObjectives.
Similar to the way Inventory items are transferred from the Inventory Manager to RuntimeInventory, Objectives are transferred to…
Rather than placing the Player temporarily in the scene, try locking the Cutscene's Inspector and then opening the Player in prefab mode so that you can assign the Container's "source" prefab into the Cutscene field - does it then work?
Scripting guide links for the mentioned classes and functions: Container, InvCollection and TransferAll.
Yep, Rairun's code will do it - just bear in mind that you'll need to run it while the Player whose items you want to transfer is still the &qu…
While you could modify the existing Camera: Shake script, I'd advise against it as you'd need to apply the same change after updating AC.
The best way to handle this is to move the Action to a new ActionList, precede it with a Variable: Check Actio…
I'll attempt a recreation. To be clear: it's your scene-based Cutscene that's running an ActionList: Run Action to set the parameters of the Actionlist asset?
What are your AC/Unity versions, and are you using "Mouse Over" Hotspot detection?
It sounds like you've already made the right checks. With this mode, Hotspots need the following requirements to be interactive:
* Distance from the came…
Performance cost is indeed the main disadvantage - with the cost being tied to the number of lines involved.
With By Direct Reference, you're giving Unity a direct link between your audio files and the Speech Manager, so you're effectively loading …
I'm having trouble recreating this reliably.
What are your AC and Unity versions, and does it improve if you open up AC's ActionListAssetEditor script file and replace the OnOpenAsset function at the bottom with the following?
ActionListAsset acti…