What animation engine does the character use?
If Sprites Unity, you can use its provided "Frame flipping" option to have the assigned "sprite child" invert its scale on the X-axis automatically when facing either left or right.
…
Thank you for the investigations, and my apologies for your frustration.
As promised, I will recreate the issue on my end as soon as I am able - it is to my regret that I am not able help more directly sooner. Please do not take the unavoidable de…
(Quote)
To be clear: you've renamed the default Pause menu to Main?
Some of your Actions still reference "Pause" - they'll need updating to reflect the name change.
Check the Console when the issue occurs as well - AC should report a war…
Thanks for the video - though it appears to be private.
You'll either need to set the Trigger's Reacts property to During Gameplay, or disable it once the barrel has entered it.
If you want the Player to pathfind around the scene as they move between areas, you can set the Movement method to First Person, and then use the Player: Constrain Action to limit the Player's movement in all four directions. Movement commands with…
Thanks for the report - though I'm having trouble recreating it.
What are your AC/Unity version numbers, and could you share the Inspectors of both the barrel and the Trigger?
Is the Trigger turned off once the barrel enters it?
The code above locks/unlocks the Pause menu automatically - if you lock it via Action, the code will override it if run afterwards.
If you're locking the menu, it's best to do it from one place so that you have no conflicts elsewhere. What are the…
Thank you, I understand the setup now.
UCC's character and camera systems will update in such a way that they work together correctly - I expect this is why you're getting improved behaviour when using the custom view type to reference the GameCame…
The wiki script shouldn't be placed multiple times in the scene - it's not unique to any specific Container, only a specific Menu.
Make sure to only have one instance of the script be present in the scene - you can attach it to the ContainerUI if y…
(Quote)
I don't know when the variable is being set / checked relative to the Menu being turned on, but typically "initialisation" of a Menu should occur inside the Menu's "ActionList when turn on" asset.
You don't need to rely …
Both options are valid, but they have their differences.
The Adventure Creator option is easier to work with, as you've found, and is best suited for rapid-prototyping.
The Unity UI Prefab option is more complicated, but offers much more control o…
(Quote)
As in, if you're in "unlinked" mode, and you manually disable the Global container in the Hierarchy, it then works?
I can't see how that would be the case without the contribution of custom scripts.
Have you adaped the LimitItems…
Affecting transparency in 3D requires custom scripting, as the code itself depends on the material/shader involved.
What shader does the material use, and what is your render pipeline?
The Console error you're getting is related to a bug in the version you're using. Updating AC to the latest release should fix it.
For the wrong UI issue: it should be the same menu. If you change the background colour of your CraftingUI prefab, …
I've been looking into this.
There's a fair bit more to it than simply changing references to Vector3.up, but it looks feasible to change such than an arbitrary up direction can be fed into the character through scripting.
While I'd still recommen…
Welcome to the community, @Protesilaus.
Normally, setting the Motion control to Manual should be enough to completely detach AC from affecting the position/rotation of the character.
The exception to this, however, is in the case of First Person m…