Any Animator parameter mentioned in your character's "Mecanim parameters" panel will be contolled by AC automatically.
In the case of the "Body angle float", this will be set to the character's facing angle each frame - you won'…
Thanks for the elaboration.
The next update will introduce a means to set the relative order that Remember Transform components are loaded in - it might help to simplify the process a bit.
Please use only English on the forum.
You can go the other way, but it's complicated. It's best to stick to the item -> variable direction, and manipulate the item directly if you want to change how many there are.
The dev package I sent you yesterday should include the changes - with a script attached that sets the OptionsFileHandler in Awake, it should kick in before Options data is requested.
It looks like you're skipping dialogue options that each end with a Conversation.
As a test, run a Cutscene that runs one of these options directly with the ActionList: Run Action - without involving a Conversation at all. Does the variable increa…
If there a finite number of e.g. Gems, you could have a "conversion" ActionList that manually turns 1 => Apple, 2 => Orange etc. Otherwise, code would be necessary.
Encryption and IAPs are not a part of AC, but any skilled Unity pr…
For the first method: I've seen that there's an issue with the HTML formatting of the tutorial's script - though it doesn't match the error you're getting.
I've corrected the tutorial's formatting, so copy/pasting again should solve that particular…
The Scene Manager's OnVarChange will only run if using the provided Actions - as it will only run once the ActionList has ended.
If you're affecting a variable value through script, you can hook into the OnVariableChange custom event, which will ru…
It was - I can import it onto a separate machine.
It may be a cache issue - try visiting the Downloads page in another browser or in private/incognito mode.
You can use Actions to set another asset's parameters, but not within the Inventory Manager - you would need to have set the Use interaction to a separate ActionList that uses the ActionList: Run Action to run the custom ActionList, setting the para…
I apologise for your frustration. I believe I've recreated the issue, and looks to be due to UCC forcing the exit of the current state upon teleporting, which occurs when the Player is placed at their default PlayerStart.
I have updated the integr…
Regarding the arrow - could you share a screenshot showing the behaviour you're getting, along with a mockup of what you're looking for?
For the positioning issue, Menus set to position "Above Speaking Character" will use the character's …
If you haven't seen it already, check out the Speech Bubble UI template over on the Downloads page - that should give you a better starting point to work from.
Here's an example script that replaces the need for Integer/Float variables for Gems and Energy with String variables (named "Gems" and "Energy" respectively:
using System;using UnityEngine;using AC;public static class Encrypted…
No - the manner in which the next Action is run should not be a factor.
I'm not clear on the exact behaviour you're referring to - can you provide steps to recreate the issue?
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The ability to move the camera when the cursor is unlocked is optional in the Atlas character's Inspector.
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To be clear: this is a case of being able to shoot / select weapons only - not movement?
Thanks. Would you be able to PM me your game's Managers?
The errors concern your Hotspot/Inventory menus. If they make use of Unity UI, I'll also need their respective Linked Canvas Prefabs.