To give something of a caveat: it's not an "official combat extension" for AC, but rather a practical example on how gameplay can be extended through custom script.
The equipping of items is handled by the PlayerCombat script's EquipWeapo…
"Stack" works by increasing the count each time the item is clicked - so it's not compatible with drag-and-drop.
You can affect the quantity through script - by calling the selected item instance's AddStack function:
AC.KickStarter.runti…
Let's stay away from Addressable for the moment - it's adding another layer of complexity into the mix.
Uncheck the Menu Manager's Use Addressables for UI prefab references? option and the "Linked Canvas" field will re-appear. Assign the…
A "Speech bubble" UI template can be found on the Downloads page. It may require tweaking to get the exact way you intend, but it should at least get you most of the way there.
Thanks for the report. I have a hunch this is down to the character returning to the centre of their current "cell" before continuing. I'll look into this further and report back.
What are your AC/Unity versions, and what are your Settings Manager's "Camera settings" set to?
Aside from optionally enforcing an aspect ratio, here you'll also get an option to limit the display to the "safe area", which will …
It'll still need a custom script as the gameplay is very specific, but it should be fairly straightforward - provided you can forego the fading effect and have it be similar to the GIF.
Essentially, you can use Unity's Sprite Masks feature to remov…
I added the script component to a simple box sprite in the scene, added a ground sprite underneath, and used the same values as in your screenshot.
The movement was very fast and a bit jerky, but that might just be down to the scale of the sprites/…
Going by the screenshots, I'm seeing a couple of things to note:
* I don't know where the "logic" ActionList is being called from, but if you want it to run after the user changes a value in the Dropdown, assign it in the Cycle element's …
The "New" slot in SavesList elements has always been at the bottom.
However, you can have it be a separate Button element that runs the Save: Save or load Action to manually save the game, which can then be placed above the SavesList.
Oops - sorry, small bug there.
The Show icons? field above it has been switched from a Toggle to a PopUp. The offset field is getting hidden if this is set to All - wheras it should be it set to None.
The effects of it are still felt, however. S…
A few issues slipped through the cracks, a hotfix to address them:
Version 1.79.1:
* Fixed: "Object: Animate" Actions in ActionList asset files breaking the ActionList Editor window
* Fixed: Error viewing save data in the Save-File Manag…
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I mat not have had the right values / scale, so the jumping didn't look very natural - but it did move upward both with AC present and absent.
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The GameEngine object is AC itself. What are your Unity / AC versions, and what is your …
Make it a prefab, and then use the Events Editor to create a new Scene: Change: After event. Set the Due to loading save-file to Either, and then have it run an Object: Add or remove Action that spawns in the prefab. This'll occur each time AC ope…
Thanks for the report.
This may be a duplicate of the following issue, fixed in v1.78.3:
* Fixed: Characters sometimes not following the scene's Default Sorting Map after loading
Does the issue occur in the latest release, after backing up / dupl…
I'm not getting any difference in the custom movement when AC's Player component is attached. Is the behaviour correct for you when you don't involve AC?
Quick note re: cutscene checking: you don't need to rely on a variable for this, you can dire…
In Mouse And Keyboard, the cursor is moved with raw mouse input.
In Keyboard Or Controller, it's moved with CursorHorizontal / CursorVertical.
If you want to move the cursor without the mouse, you'll need to use the latter.
The cursor can still b…