Are the illustrations animated? If not, you can use the "Fade Camera" track - only assign the first illustration as the track's "Overlay Texture", and fade into the next camera from that.
Otherwise, it'd be a case of animating …
It's part of the Github:
https://github.com/EsotericSoftware/spine-runtimes/blob/4.1/spine-unity/Modules/com.esotericsoftware.spine.timeline/Runtime/SpineAnimationState/SpineAnimationStateMixerBehaviour.cs
Could you share a screenshot of the properties of the Menu, and the Button element, as they appear in the Menu Manager?
If you temporarily assign the click AudioClip as the hover sound, does that play?
If your custom Action makes use of the Constant ID and/or Parameter systems, you'll need to have those integer variables update the GameObject within an override of Action's AssignValues function:
public override void AssignValues (List<ActionPa…
You could have gameplay continue but with restrictions on the Player, but if the appearance of the cursor is based animation-based, you could just introduce another Animator parameter.
For example, an Int named "Force cursor state", where…
You've confirmed its not onHotspotOn that's not being called, but onAction? As in, a Debug.Log command never fires regardless of the Hotspot parameter value?
The AC event-hooking looks correct.
No, you'd attach it to a script on the same object.
Something like:
using UnityEngine;using AC;public class TextMeshToken : MonoBehaviour{ public string labelText = "[var:1]"; void Update () { string newText = AC.AdvGame.…
As an alternative to modifying the Action, you can hook into the OnHotspotTurnOff event, which will fire regardless of how the Hotspot was disabled:
private void OnEnable () { EventManager.OnHotspotTurnOff += OnHotspotTurnOff; }private void OnDisab…
A Constant ID component merely provides a reference for the object its attached to. It doesn't save any specific data about that object.
To save the sprites and enabled/disabled states of a UI Button component, you'd need to write a custom Remembe…
In the meantime, something like this ought to do it:
using UnityEngine;using AC;public class ItemSeletionKeys : MonoBehaviour{ void Update () { if (!KickStarter.stateHandler.IsInGameplay ()) return; AttemptSelect (0, KeyCode.A…
Welcome to the community, @duckmadeofwood.
I'm getting "502 Bad Gateway" errors when viewing your links - could you upload to imgur instead?
If I recall, an alternate way to set the sort axis can be found in your URP 2D Renderer asset. …
Use the Object: Send message Action, setting the Object to affect as the Trigger.
The Turn On and Turn Off commands can then be used to enable and disable the effects of the Trigger.
Inside the Menu Manager, selecting a Menu will reveal its properties. Among these are two ActionList asset fields:
* ActionList when turn on
* ActionList when turn off
Assigning an ActionList asset into these fields will cause that asset to run w…
Disabling a GameObject causes its references to become lost e.g. when loading a save-game file. It's too easy for newcomers to break things this way, so I'd prefer to keep it outside of AC's official Actions.
A custom Action could do this, however…
Having Unity display its HDR colour picker is a case of attaching the ColorUsage attribute to the colour variable, i.e.:
[ColorUsage (true, true)] public Color myColor;
IIRC, however, such attributes are ignored by Unity when fields are used in cu…
If you're using the Global variable, you don't need the Variables component attached to the object as it won't be read.
If the animation isn't always triggering, keep the Animator window open and check that the variable is changing at the right tim…