There was a related bug reported in v1.85.0 but it was addressed in v1.85.1.
What are your AC/Unity versions, and is the ActionList in your video an asset file? Is the Conversation object still present in the scene at runtime?
Welcome to the community, @Efergan.
If you've installed AC's Input System integration template, then all of AC's inputs will be read via Input System. Any inputs you define in the Active Inputs Editor will need to be defined in the integration's C…
The Scene: Change setting Action can be used to add or remove NavMesh holes at runtime.
Are the obstacles all the same size? If so, you can make the hole a prefab, spawn it in using Object: Add or remove, and then reference that spawned object in …
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To switch between exclusive use of either the mouse, or keyboard, you'll need to toggle the Directly navigate menus during Conversations? option as you are.
However, if you're using AC's Input System integration, do be aware that its Contro…
In terms of memory usage / filesize, naturally it's better to rely on dynamic lighting / shadow casters etc to make the effect "live" at runtime, but I would also say it's less of a problem these days than it would have been historically.
…
Welcome to the community, @PixelSVK.
To clarify: are you combining 2D backgrounds and cameras with 3D characters, or are you using AC's dedicated "2.5D" mode, which involves 3D cameras and background art overlaid in 3D space? The screens…
This'd do it:
public int GetTotalValue(string propertyName){ int totalValue = 0; var documentIDs = KickStarter.runtimeDocuments.GetCollectedDocumentIDs(); foreach (var ID in documentIDs) { var documentInstance = KickStarter.runti…
When the override option is enabled, check the top of the Scene Manager - it should report that the scene's perspective is being overridden.
The best way to determine if it's down to the Managers or the scene, however, is to have the Arranging Puzz…
Thanks for the files.
The issue is that your modified Navigation menu now spans the full screen, which prevents clicks underneath regardless of element positioning.
To avoid this, you'll need to separate your Navigation buttons to separate Menus s…
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This should be possible by instead creating each page as an individual Document, and then listing them all in an InventoryBox element that displays Collected Documents.
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They do.
Possibly, but given the custom code involved it's hard to say where it would lie.
Is that to say - when the issue occurs - the Use interaction runs only once the Player has walked over to the Marker?
And does this mean that no other Hotspots in ot…
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Yeah, this'll be a different line then. Instead, best to look for the following in the ActionCharAnimRun function and paste it underneath:
character.charState = CharState.Custom;
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Well, let's see if we can get the above issue solve…
Welcome back, @TogaMario!
Unfortunately the bulk of the documentation for this was part of the Readme file that was included when the template was a separate download. I'll look to correct this, thanks for raising the issue.
If you're getting the…
Maybe.
Currently, if you run a Character: Animate Action's Play Custom method, it'll restart the supplied animation even if it's currently already playing.
You can prevent this by opening up AC's AnimEngine_SpritesUnity script and pasting the foll…
The script is set to run a Hotspot's Inventory interaction only when an Inventory item is selected. Otherwise, it'll run the Use interaction. Both will occur when the mouse/touch is released.
How are Inventory items selected?
Where it the script…
Thanks for the details.
It's a bit tricky, but you should be able to do this by introducing a "Wait" bool variable that is set to True while the sweeping animation is playing, and have your ActionList wait until this is set to False.
Ess…
Please don't share the full script - this is still AC's source code.
Oddly, the line endings don't appear to match exactly but try replacing:
if (items.Count > 0 && items.Count > (_slot+offset) && items [_slot+offset] != null…
Thanks.
You'd need to rely on Unity UI for your Menu's Source, and then add each of the "Property" labels as Text components that you can then control through script. These would not need to be linked as Label elements - only the Image c…