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Is this to say there is a separate MainCamera object to the AC MainCamera?
Your scene's MainCamera - i.e. the Camera in your scene tagged as "MainCamera" - should have AC's MainCamera component. The Scene Manager should add this …
Apologies for the confusion.
"Ultimate FPS", going by the AC Manual, refers to the original UFPS asset that was available before Opsive bought it. After this purchase, it then became known for a time as "Opsive UFPS", and event…
The issue right to focus on right now is the Inventory not being selectable with a drag value of zero. The video shows the issue occuring, but it's not enough for me to see why or recreate.
If you temporarily set your Menu Manager's asset file to …
Thanks for the details. If the workaround works, you might prefer to leave as-is, but PM-linked variables should be saved correctly.
PM-linked variables should get saved/loaded as normal - it sounds like a case of them being overridden by PM after…
What do you mean by "displaying the unity default"? Any screenshots you can share that thow the scene, your Managers, and exactly what happens, will help give context to the situation.
Are any relevant messages appearing in the Console?
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Welcome to the community, @KAPOOOW.
To distinguish between the two scene types, are you using the Scene Manager's Override the default camera perspective? option to set each scene's camera perspective?
If so, you can check if the current scene is …
Nothing set in stone, though I'm aiming for it to be within the next few weeks.
You're welcome to test the fix, however. PM me a reminder on Monday and I should have something you can try.
Good spot! Looks like the Manual is indeed wrong - the "Set Custom" button is currently only available for the "By Naming Convention" and "By Asset Bundle" modes.
Rather than amending the Manual, I will first look to …
Playing an animation from an ActionList involves using the Object: Animate Action. How have you set this up?
If you can share screenshots of your Animator controller, and the Action you're using to control it, I'll try to spot the problem.
using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionClickAnim : Action { public GameObject clickPrefab; public string onHotspotTrigger = "Hotspot"; …
You'd need to be familiar with Unity's Animation system, but with the aid of a custom Action, it's possible.
The circle animation(s) would be a prefab that gets spawned in when you click, and which then plays a different animation according to what…
If an Active Input is activated, it'll run the ActionList associated with it - you can place logic to react to this in there.
What's the exact situation you're facing? If I know the underlying issue, I might be able to give better advice.
You can alter the drag threshold at runtime through script if need be - see this tutorial.
It shouldn't be necessary to set the threshold to non-zero for dragging items, however. What are your AC/Unity versions, and can you provide steps to recrea…
Thanks for clarifying.
You can limit the Crafting menu's "Output" element by category as well. If a Recipe's resulting item is not in the category you limit this box to, it won't be able to appear in the output box.
However, currently t…
What are your AC/Unity versions?
Check your Console for related messages - does anything appear at that moment?
The "OnLoad" Cutscene is reserved for initialising a scene's state when the scene is opened due to loading a save file, howev…
Yes, by limiting what items can be placed in each crafting menu.
In the Inventory Manager's "Categories" tab, you can define different categories for each of your items. For example, a "Fruit" category for apples, bananas etc.
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Use this pattern in the Action's Run function to have it perform its intended purpose before waiting:
public override float Run (){ if (!isRunning) { // Add code here to make Action do what it should isRunning = true; ret…
The Menu: Click Event can be used to run an ActionList when a given Menu / Element is clicked.
This can be set up in the Events Editor - a new feature introduced in v1.78. You can access it via the top toolbar, and details can be found in the Manu…