Welcome to the community, @Simon_ASA.
It's less a case of what AC handles natively, and more about what Unity does. If it's possible to write a custom script that uses Unity's API to access the printer, then AC could be used to trigger it via e.g.…
You might get by with replacing "Update" with "LateUpdate", but it may be better to rewrite it to involve use of the OnSwitchCamera custom event:
using UnityEngine;using AC;public class AC_CameraCulling : MonoBehaviour{ priva…
The Scene: Switch Action, when used in an ActionList asset that has Can survive scene changes? checked in its properties panel, can be set to wait until the scene-change is complete.
This is the only Action that can perform this wait - the alternat…
Is this for a 2D or 3D game? Any screenshots you can share to illustrate the issue will help understand the situation.
Mouse clicks on the scene, however, involve raycasting. Such rays have a maximum length - if the camera is further back than th…
That may be down to your Materials / Render Pipeline, in that case.
You could try assigning a new Material to the SpriteRenderer it generates, or try this alternative that goes back to the original method but scales the texture:
using UnityEngine;…
I appreciate your efforts in getting to the bottom of this!
This may well be a Unity issue, in that case. Approximately is essentially the same as your "Abs<" check, only comparing the value of Epsilom instead.
The use of Approximate…
Welcome to the community, @hncarlos!
To achieve, this, you'd need to temporarily disable AC's Movement system in favour of a custom script.
Try the one below by placing it in a C# script file named MovePlayerPath and attaching it to a GameObject i…
I'm not clear of the scene's layout - are these two cubes next to each other, and is this a case of using the Camera's Culling Mask to affect what it can render?
The MainCamera does not update its own Culling Mask when switching GameCamera - are yo…
In your item's properties, check Can carry multiple?, and then set the Slot capacity to 1. That will cause each instance of the item to occupy its own slot.
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Depending on your settings, and AC version, yes. Check your Settings Manager's "Inventory settings" panel for the presence of the option Unhandled interactions deselect active item?.
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Yes - it's possible to have a custom s…
Strange indeed, and it makes it difficult to pinpoint the source of the issue. Though you've only encountered it under certain platform conditions, I don't want to rule out this being an AC issue too quickly.
As a further test, try opening your co…
With this technique - as with World Space - the icon is rendered using a Sprite Renderer as a 3D object in the scene. Define a new Layer and assign it as the "Icon Sorting Layer" to render it above other objects.
Moving the Player's root certainly sounds like the better option.
If you switch your character's Animation engine to Sprites Unity Complex, you could switch to/from a separate "backwards-walking" sub-state with a single Bool parameter. L…
Spine requires its own Timeline tracks, available on Spine's website.
Out of the box, it doesn't support rebinding - but this can be done for the Spine Animation State track type by modifying the top of the SpineAnimationStateMixerBehaviour script'…
When "Is Kinematic" is checked, the Rigidbody will ignore forces and colliders - see Unity's docs on it here.
If the Player is falling through the floor when it is unchecked, then it sounds like the scene is missing a collider on the floo…
If your Player is spawned in at runtime by the Settings Manager, but still want them controlled by Timelines, place an instance of the prefab into the scene while in Edit mode and control them in your Timeline.
You can remove their Player component…