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It's an attempt to remove a layer of the update loop. If you're using a custom camera view in UCC that references a GameCamera, and then viewing that with AC's MainCamera, then you've got an update chain of three systems.
I'm not 100% clear on how…
The wiki page's DontDestroyMe script merely causes an object to survive scene changes. Changes in the way your menus work will be down to additional scripts - I'm presuming you have such attached to this object?
If you want to have a given option …
What are your AC/Unity versions, and are you using the "Object: Add or remove" Action to spawn the prefab?
If you're not opting to use Addressables, you'll need to place the prefab inside a Resources folder and give it a unique filename. …
Recreated, thanks for the details.
If you open up AC's PlayerMenus script, look for the following around line 2189:
if (mouseOverMenu != null && (lastElementIdentifier != elementIdentifier || lastMenuIdentifier != menuIdentifier))
Replace…
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I expect root motion is being disabled temporarily while jumping. There should be a property you can read on the UCC side of things to tell if you root motion is currently inactive - either by unchecking the option manually, or automaticall…
How are your Menus navigated, and are you using Input System or Input Manager?
Are you making use of a custom Event System?
The difference you describe only affects the Inventory menu - with the item remaining selected after placing it back there.…
What are your AC/Unity versions?
Make sure that the problematic Button has a unique hover sound assigned. Is that same sound played when leaving the button, or is it playing a different sound assigned elsewhere?
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I'm afraid I'm not currently in a position to be able to test this.
Justin mentions AC's cameras not being compatible with UCC "due to the how the character controller updates". Do you know what he means by this?
How exactly are…
GetMouseState is used to initiate the Hotspot interaction - but by the time the Interaction is running, and the Action is run, it's no longer valid.
However, the PlayerInput script has a dedicated LastClickWasDouble function that can be used to che…
You can prevent regular Player movement using the Engine: Manage systems Action to disable the Movement system - just be sure to re-enable it again once the scene ends.
No problem. If you want to prevent dragging whenever you're outside of regular gameplay, you can use:
if (!AC.KickStarter.stateHandler.IsInGameplay ()) return;
This function returns 'false' during a Conversation as well, so long as Allow regular …
Not directly, but a simple custom script can link this value to a Global Integer, which can then be checked with the Variable: Check Action:
using UnityEngine;using AC;public class LinkPageNumber : MonoBehaviour{ public string menuName; publi…
Don't place anything in FixedUpdate - that's intended for physics calls, and AC's camera system doesn't rely on it.
It's important to bear in mind, though that AC's GameCameras are merely references for the MainCamera. It's the MainCamera that ult…
What are your AC and Unity versions?
When the Variable: Set Action is used to set a PopUp value randomly, it uses Unity's provided Random.Range function (the "int" variant).
The maximum value is set to the number of PopUp values availabl…
Thanks for your patience with this.
I have updated the AC wiki page with an integration script:
https://adventure-creator.fandom.com/wiki/Unity_First_Person_Controller_integration
OK. Your DreamJournal menu itself looks to be turned on by default, which means the Actions might be running prematurely.
At what point is DreamJournal supposed to turn on? Instead of having Enabled on start? checked, try unchecking it and using …
It should be possible, yes.
If each "station" has its own Crafting Menu (i.e. a Menu that contains both "Ingredients" and "Output" Crafting elements), then each Menu should be treated independently - i.e. items placed …