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ChrisIceBox

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ChrisIceBox
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  • A Trigger is just a means to run Actions when intersected with - it's independent of the actual Actions it runs. If you want to have another set of Actions to "undo" its effects when the Player leaves it, attach another AC_Trigger compone…
  • Let's try simply adding items to the front - if the Menu only displays the first 4 slots, it doesn't matter how many are actually in the Container itself: void OnInventoryAdd (InvCollection invCollection, InvInstance invInstance, int amount){ if…
  • (Quote) The script only turns on the Hotspot when you click close enough - but it won't make the Hotspot off to start with. To do this, attach Remember Hotspot and set its State on start to Off. (Quote) The approach measures the distance between t…
  • (Quote) If a speech line has been correctly gathered, you'll see a "Speech Manager ID" field at the top of the Action, indicating its assigned ID number. If this isn't showing after the "Gather text" process, it may be that AC c…
  • (Quote) There is a community Discord (see link on right), but this is the place for official support. (Quote) Generally, yes. The UCC/AC integration script may need local tweaking to suit your game's specifics needs, but interactions, ActionList l…
  • An InventoryBox element can't modify the contents of an Inventory Collection - only display it. I'm suggesting use of a Container so that it has only the items you wish to display already, no need to hide some / truncate the excess. (Quote) In wha…
  • This should handle the ashes and Hotspot. Attach to an object in the scene and fill in its Inspector: using UnityEngine;using AC;public class DrawMask : MonoBehaviour{ public Hotspot hotspot; public GameObject maskToCopy; public float zDe…
  • Is this to say that the scene Hierarchy reverted back to an "empty" scene, i.e. just a camera and light? I can only speculate, but my guess would be that it was reverting to the last saved-state of the scene file itself, rather than the s…
  • The MainCamera takes its values - rotation, position, and FOV - from the GameCamera it's currenty attached to, i.e. the one set by the Camera: Switch Action, or the Scene Manager's Default Camera field. If you're using First Person, however, then t…
  • (Quote) Actions can be run in a number of ways - the panel in the Scene Manager just being the most convenient. They can also be run from Triggers, other ActionLists, Events, and the "ActionList Starter" component. The Player: Constrain …
  • Apologies for the hassle. For streamlining, this function was moved to the SpawnPlayerCo coroutine in the PlayerSpawner helper class, which also handles the loading of its data: This function is now a co-routine. The literal equivalent would be t…
  • (Quote) Does the demo itself have any issues when running, or is this purely an issue with the Console? (Quote) I believe so - the integration will manually start and stop the AC_Motion ability, but doesn't explicitly deal with what state kicks in …
  • Well.. this is odd. I can't recreate the issue anymore. Let me know your versions, and if you can: PM me your Manager asset files, as well as the Canvas-test prefab your Menu refers to. I'll see if I can spot the issue.
  • Thanks @smokeincaves, it's good to have you back as well. By default, AC will try to place the menu according to the character's sprite. You can adjust this on a per-character basis, however, by assigning an object in their Speech menu placement c…
  • Welcome to the community, @lsdsoftware. It sounds like you just need to uncheck Turn root object in 3D? in the Player's Inspector. If your sprite is a child object, and you've assigned it in the Sprite child Transform field, then the above option …
  • Welcome to the community, @Sc00. To be clear: restricting a Direct-controlled Player the NavMesh is only a convenience tool, rather than a necessity. A NavMesh is only strictly necessary if characters rely on pathfinding in the scene - which Direc…
  • The apologies should be mine, as it looks like there is an issue with this final step. The Dropdown links, but it appears to become severed after changing an option. What are your AC and Unity versions? Stand by - I'll look into this and see what…
  • You can store a copy of the added items into a Container, which you then display in a set Menu Element using the Container: Open Action. This Container should be a prefab with both a Survive Scene Changes and a Remember Container component with Ret…
  • When it comes to UI text, AC will refer to the elements within the Menu Manager rather than the UI components themselves. For text within the scene (Hotspot labels, etc), AC does a sweep for classes that implements ITranslatable. If you want to ga…
  • Welcome to the community, @MatteWeirdos. In your Console window, does AC report anything amiss? It should alert you if it's detected multiple Player characters. Though, it may be that one is just a sprite - and not technically a character. Try o…
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