Check that the elevator has a collider on its floor. This may not be apparent during the Timeline, as if your character is moved with an Animation Track, they'll ignore the physics system and be positioned entirely based on the Timeline.
To have th…
Welcome to the community, @barakunata.
To be clear: you're using a custom script to create your own draggable camera?
AC has functions that you can read to check if the game is currently paused, or if you're in a cutscene, which you can use to pre…
The script above updates the text box at the moment the speech begins. If you rely on scrolling, you'll need to update the text each frame. Something like:
using UnityEngine;using AC;public class TextAnimatorSpeech : MonoBehaviour{ public Febu…
It's a question for Unity, but the behaviour is likely down to Safari itself.
There are alternative video players on the Asset Store that may work better - but I'd recommend contacting their developers to check.
Going by Unity's docs, StopAllCoroutines ought to only affect the script it's within:
https://docs.unity3d.com/ScriptReference/MonoBehaviour.StopAllCoroutines.html
The behaviour you're seeing may be something else.
A script to change the sprite o…
Welcome to the community, @giantfox.
As I understand it, Steam's Auto-Cloud option should work with AC games, since AC uses Unity's Application.persistentDataPath folder for reading and writing.
The "Unity Applications" example on this p…
It's been a long weekend for everyone. Hopefully this has given Unity's top brass a chance to step back, and properly understand both the damage they've caused, and the absolute unworkability of their plan.
All eyes will be on their output over th…
Thanks for the details. Though, this really isn't the kind of game AC is designed for. I recommend looking at another asset for arcarde shooting-style gameplay.
That said, having an ActionList run when the Player changes direction is possible thr…
Perhaps I'm misunderstanding your intent - is the Player not supposed to move on the first click?
Best start over, and let me know the exact behaviour you're looking for with both clicks - visuals would be welcome as well, is possible.
(Quote)
Whi…
It shouldn't need to come to that. My hunch is that it's a simple setting somewhere, but I can't tell what it might be just yet.
How long are each of the animations, frame-wise? If you make Highlighted last for a second, and then check "Has …
Thanks, I believe I've recreated this.
It looks like a case of the Speech Manager's Minimum display time and Display time factor being hidden but still in use for background speech.
I will remedy this in an update, but in the meantime: uncheck Dis…
The text itself can be exported - the use of Addressables here is limited to the use of speech audio.
The restriction in your screenshot is related to the "Audio" column, which is used to output whether or not a given text line already ha…
Is the Variables component attached to the object that the Trigger is colliding with?
If so, and you're assigning that object as a GameObject parameter via the Trigger's Collider parameter field, then you can use that parameter to override the Vari…
If it's currently set to an Interaction icon set in the Cursor Manager (i.e. not currently an Inventory cursor), you can read the GetSelectedCursorID function:
int cursorID = KickStarter.playerCursor.GetSelectedCursorID ();
To convert this into th…