You can attach a custom script that plays the sound separately - no need to modify the original script:
using UnityEngine;using AC;public class CameraDragSound : MonoBehaviour{ public float minThreshold = 0.1f; public AudioSource dragAudioSou…
Welcome to the community, @CamperJohn.
Are you referring to the "AC" cursor, or your system cursor, or both - and does this occur in builds or only the Editor?
When you say it "floats", what is the exact behaviour? Is it movin…
When an asset-based Action references a scene object, it will do so via its Constant ID number. This is a number that will be added automatically to the scene object when you assign it - and will be displayed in the Action.
As this number is what …
A series of tutorials on writing custom Actions can be found here.
What's your use-case for this? Are you looking to change a sprite to one of a small number of options? If so, I'd still recommend the use of animation for this.
If you attach an …
Thanks for the details.
In terms of the most robust approach, I'd say you're probably best off switching to a custom Hotspot detection system, which will allow you to select Hotspots in your script - while giving the benefits of e.g. updating the c…
I snuck in a null-reference check into v1.77.1 - give it a try now. You'll still have an issue with the data not being loaded, but it may at least allow the game to continue.
Try switching over to Unity UI for your Menu rendering.
You can do this by setting your Menu's Source property to Unity Ui Prefab - each of the default menus has a Unity UI counterpart that you can use to test with. Do the colours appear correct t…
Version 1.77.1:
* Added: Ability to auto-create ActionLists from the "ActionList: Run" Action
* Changed: "Create" buttons have been shortened to "+" icons
* Fixed: Characters being able to move out of the boundary of 2…
I'm not sure I'm following the reason a collider can't be used - can you share details/screenshots on the situation that calls for such a workaround?
If a Hotspot isn't currently active, AC will play the "main" cursor by default. In this…
(Quote)
You'd get beelining / instant reactions if you zero the update time. You can set this per-character in the latest release through script, if necessary. Otherwise, it'd probably be a case of using A* to allow for faster pathfinding calculat…
Welcome to the community, @jcp23.
In essence: this is about having a 2D background that loops seamlessly when scrolling sideways?
This'll be possible in 2D, but it'll require a little scripting to get right. You'd first need to start with a backg…
What's your Unity version, and what render pipeline are you using?
It does look like a project setting - have you tried modifying the "Color Space" option in Unity's Player Settings?
Try importing AC into a fresh Unity project - does the…
Sorry, you'll need to give more detail - what have you set the text to be, and what should it correctly display as?
What are your AC/Unity versions, and what are your Menu's properties set to. Please share as much detail/screenshots as you can.
Try this alternative subclass - is this closer to the behaviour?
using System.Collections.Generic;using UnityEngine;using AC;public class DetectHotspotsAutoNearest : DetectHotspots{ private bool usedInput; private Vector3 lastFramePosition; …
(Quote)
When the pathfinding update time is zero, the character will bee-line to the cursor each frame. Since this is happening every frame, this does not involve pathfinding - as performance would suffer.
When the update time is non-zero, the cha…
(Quote)
Please don't be - all bugfix reports are appreciated.
(Quote)
What version were you previously using?
The Action is set up to "consume" a frame before ending. I'm not sure why it was previously different, but strip down your Run…