I'd say let's check that it works on desktop first, but otherwise it should just be a case of replacing:
Input.mousePosition
with:
KickStarter.playerInput.GetMousePosition ()
That will have it rely on AC's cursor position, so it ought then to be…
GetComponent can be used on any GameObject variable you have access to, e.g:
mySpawnedObject.GetComponent<Animator> ()...
What is the script you're using?
Welcome to the community, @ryanfaelen.
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As a fan of text adventures, that's a great idea!
I'd expect the cleanest way to handle this would be to leverage TMPro's link tag to mark your interactive text portions with a unique ID.
This is bec…
The tutorial you're been working from is intended to show the principles involved for making any such graphic option.
However, a pre-made Graphic Options menu - with quality settings included - can be found on the Downloads page. You can hide unwa…
Welcome to the community, @Timz.
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Yes, AC Actions support object serialization, as well as retaining references to scene objects from asset files. Custom Actions can be written and inserted into your project - a tutorial on this can be foun…
Welcome to the community, @stoofnie.
The Moveable: Check track position has a couple of modes, and needs to be run at the correct time. Typically, this Action is run as part of the Draggable's Interaction on move ActionList - so that the position …
Thanks for the feedback. I'll lift this restriction in the next release.
In the meantime, you can edit it manually by changing the "20" in lines 278 and 286 (current release) in AC's MenuDialogList script.
What are your AC and Unity versions?
It looks like there's a Collider somewhere pushing the Player - if you disable the second tower, do they still move this way?
AC isn't involved when animating an object through script. For this, you can just access the Animator component directly to control its parameter values, for example:
GetComponent<Animator> ().SetBool ("IsOn", true);
See Unity's d…
Let's try the Profiles approach - it's generally easier to set up.
You can find details on this feature in the Manual's "Save profiles" Action, but you want to start by checking Enable save game profiles? in the Settings Manager.
Next, i…
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Use "Alpha 1" to reference the "1" key at the top of the keyboard.
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The option index references an array, which starts from zero. If you want 1 to equate to the first entry, 2 for the 2nd, etc, replace:
conversa…
The Action API was updated in v1.73 - if a custom Action was written before then, it'll need to be updated following these guidelines.
This may not work 100% as-intended as I'm not entirely sure about its intent, but this will at least fix the comp…
Univeral Additional Camera Data is part of Unity, added automatically depending on your render pipeline.
I'm not 100% clear on your issue, but if you pause the game when it occurs, check the Inspectors of your various Camera components. The script…
The event is the same - what's the exact behaviour you get?
All the script does is copy the active GameCamera's Culling Mask over to the MainCamera - it won't affect what layers are renderered by the GameCameras, whose Camera components should be d…
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This is by design. As the GameCamera is a reference only for the MainCamera, the MainCamera is what will perform the rendering. Its render settings - including the background colour - will be used instead of the GameCamera's.
If you want …
No, that should be it - oddly, it works on my end.
What are your AC/Unity version numbers?
If you create a separate Button, not linked to the Menu Manager, that does the same thing, does that work?
Thanks for the package - though the version appears to be v1.76.1, not v1.78.4.
Set your "Inventory interactions" setting to "Single" to allow for a drag-drop interface.
Open up the UI prefab, and in the "page-flip" Button's Inspector, create a new "On Click" event that points to the Scroll View, and sets the ScrollRect's verticalNormalizedPosition property to 1.