See the Manual's "Interaction scripting" chapter for details on how to run an ActionList through code.
In short, you just need to call its Interact function:
hoverActionList.Interact ();
Welcome to the community, @SpecificImpulse.
You're using a very old version - are you not able to update to the latest release from the Package Manager?
If a Trigger is affecting Point and Click movement, it's either down to its GameObject being o…
Welcome to the community, @schalky.
Your first person character's root object can have an Animator attached that can animate a body mesh in the same way that a third-person character does.
It's a bit crude, since the head mesh is there, but you ca…
I'd imagine the first method's complexity would start off simple, but increase as you add more items - while the second may start off more complex, but remain fairly constant.
Technically, the close-up doesn't necessarily need to be a UI canvas. P…
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The item's name appears inside the Hotspot label, which will be in the Hotspot menu if you're using the default interface. This is a separate Menu to the Inventory, and is the same label that appears when over Hotspots when the Inventory me…
Not sure - it'd be a case of needing to affect both the specific camera, and the MainCamera, since the latter is the one that actually performs the rendering.
I'll have a think.
Thanks for the elaboration.
ABC has its own InputActions asset, and your Player features their own Player Input component - with Auto Switch checked - to read it. AC's Input System integration features its own as well, as part of its ControlsReade…
Thanks for the details. I've recreated the behaviour.
It's a limitation of the Inventory system, I'm afraid. If you separate the same Inventory into separate boxes with categories, then you'll need to avoid empty spaces brought about by re-orderi…
Thanks for the details.
By design - the ActionList will run as the result of the Slider being maniuplated directly.
How are you updating the variable? If this is using the Variable: Set Action, it sounds like it may be best to run your "Fram…
It could be down to some key/minor difference between the two Player prefabs.
If you'd like to pursue it further, PM me your scene, Managers, and Player prefab and I'll take a look.
OK. Add a Scale processor as above, and then use this component (ScaleProcessorLink.cs) to link it to a Global Float Variable:
using UnityEngine;using UnityEngine.InputSystem;using UnityEngine.InputSystem.Processors;using AC;public class ScaleProc…
This should do it:
hotspots.Sort (delegate (Hotspot a, Hotspot b) { return a.GetIconScreenPosition ().x.CompareTo (b.GetIconScreenPosition ().x); });return hotspots;
How you'd use AC with such an asset exactly would depend on the specifics of your game, but going by this thread, it sounds like you'd use ABC for movement, setting the AC Player's "Motion control" instead to "Manual".
Are you using AC's Input System integration package? The Controls Reader component should handle the processing of input from the Controls asset.
Your camera relies on CursorHorizontal and CursorVertical input, which should work with gamepad so lo…
Welcome to the community, @mawrik.
It's an old script, but I've updated the wiki page with a "Run threshold" value you should be able to adjust to allow for running if the stick is moved far enough.
However, a dedicated "Mobile joys…
The issue is that both Inventory elements are displaying the same Item Collection, but filtering out items they shouldn't show. Modifying one element is going to affect another.
I will attempt a recreation. Can you share an image of your Settings…
Yes - the List of Hotspot objects can be modified by hooking into the OnModifyHotspotDetectorCollection custom event:
using UnityEngine;using AC;using System.Collections.Generic;public class CustomHotspotOrdering : MonoBehaviour{ private void On…