Ah, sounds about right. The input from a QTE will override regular input.
One way to get around this would be to have AC simulate the pressing of the FlashHotspots input button, which you can do with the following code line:
AC. KickStarter.playe…
Thanks for the details.
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Sorry, I was referring to how your regular Menus are rendered, rather than the UI Canvas with the RawImage.
In the above screenshot, do both your Hotspot and InGame menus use Unity UI, or is there a pattern to a Men…
Welcome to the community, @sagylel. What are your AC and Unity versions?
To be clear: are you using Unity UI to render your menus, or is the Source property of your Hotspot menu different to the menus that are visible?
By default, AC's MainCamera…
Replace your Remember Transform components with a single Remember NPC component on the root - this will record the position and rotation of NPCs as well.
There are currently issues when it comes to the use of both component types on the same GameOb…
You should be able to use a QTE for this, but the one in your screenshot will only last for 0.5 seconds before ending - so that's the length of time that the player has to tap the screen to "win".
The next AC release will provide the opti…
Thanks for the details. Could you share screenshots showing the way your ControlsReader Inspector is set up, such that such events aren't being fired? I'll attempt a recreation.
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Unity handles the way event boxes are rendered, but it's not…
Welcome to the community, @onionface.
The StateHandler script is the main "engine" that drives AC at runtime. It's in charge of updating AC's various systems each frame, so ultimately any slowdown will appear to come from the StateHandle…
Ambience as in audio played with the Sound: Play ambience Action?
Does it turn off at the same point each time, or is it seemingly random? Can it turn off it you're waiting and doing nothing?
If it's looping and the game isn't paused, the ambienc…
Was the same setup working in an earlier version?
I'll need details to recreate. Can you share screenshots including the Timeline involved, and the the LimitVisibility component / renderer you're affecting.
Do you have a Remember Visibility compo…
I think I'll need to see this for myself to get to the bottom of it. Can you PM me a .unitypackage containing a typical scene (along with any prefab dependencies), your game's Managers, and the script you're using?
AC's Camera system works similar to Cinemachine, if you're familiar with it. The MainCamera is the one that renders at runtime - with other cameras (GameCameras, FirstPersonCamera etc) merely acting as references for it's position.
The Manual's &q…
The Input menu element type can be used to enter text, which can then be converted into a Global String variable. A tutorial on this element type can be found here.
Once the text is stored as a Variable, you can use the Variable: Check Action to c…
Unset the "ActionList on change" field - it shouldn't affect variable values itself, only display them.
Sliders can only be mapped to Float variables - not Integers like your Score. If you change your Score variable to the type Float, yo…
Sounds like you're on the right track, but there's a couple of things to note about this technique:
* When in First Person mode, AC will automatically switch to the first-person camera while in gameplay. You can switch cameras during cutscenes, bu…
A tutorial on custom Actions can be found here, but give the non-scripting approach a try first - PopUps and the Popup switch Action are designed for this purpose.
Create a new Global Variable of the type PopUp, and assign a number of values that i…
I take it the camera is fixed in that screenshot, so the same camera position results in true/false based only on the cursor position.
If you nudge the carpet up a little, does the true/false boundary remain in-place on the screen, or does it also …
Where in the RemoveInventory asset is your "Inventory: Add or remove" Action to remove the item? Make sure that this runs before triggering the animation.