I misspoke - AC does destroy the Player upon restarting, though this likely should only be in the case that the Player is spawned.
Open up KickStarter.cs, and replace the code block:
if (KickStarter.player){ DestroyImmediate (KickStarter.player…
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NavMesh Agents and Segments are for 3D scenes and objects - they won't work in 2D.
The main issue I'm seeing from your screenshot is that your Animator has Apply Root Motion checked, which should be unchecked for 2D characters that do not u…
What Element type is it linked to? Button?
Button labels support tokens, so the label text could be e.g. [var:3] and mapped to a String variable with ID = 3, which is then updated.
Alternatively, you could detact the Button from the AC Menu Manage…
I'll need more details on how to recreate these issues.
What are your AC and Unity versions?
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If a scene is opened through "natural gameplay", i.e. use of the Scene: Switch Action as opposed to loading a save file, then the scene'…
That's right. Dynamic CM camera positions are determined by more than their Transform values - things like their Target, LookAt etc all factor in, but exactly how will also be down to the type of camera it is.
When the fade process begins, it should begin from the alpha value that it currently has, but the effect will currently always result in a completely invisible or fully visible sprite.
I expect having it try to guess what the final alpha value shou…
My second suggestion was to place the MainCamera component on the parent object - and the AR Camera on the child. From your screenshot, it looks like you've assigned things the other way around.
Don't disable the Camera on the same object as the A…
What are the exact error messages, and where are they coming from - Opsive?
If your Player is part of the scene file, SceneChanger isn't strictly deleting it - rather it's just being removed as part of the scene itself as part of the scene-switchin…
Welcome to the community, @Üther.
If you make use of AC's Player-switching feature in the Settings Manager, then each Player will - by default - have their own set Inventory items, handled automatically. Just set the Player switching field to Allo…
Actions can only be run inside of an ActionList. After creating an Action through code, you'll then need to place it inside an ActionList - and then run the ActionList itself.
ActionList actionList = GetComponent <ActionList>();if (actionLis…
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The link has the CSV file but not the Managers - I need these to get a clearer picture of the problem.
For Japanese, are you using a custom Font asset? Include that along with your Menu Manager as well, if so.
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In the video you sen…
Yes, retro-style avoids any interpolation/smoothing, so it will be the most accurate.
FWIW, another approach would be to rely on Unity's Timeline tool to move the character via an Animation Track. AC's "Character Animation 2D" track can …
If you rely on Audio Mixer Groups, this should be achievable by relying on a mixer group in between the Master and Music groups that is used for a custom reduction that can be controlled through script.
It'd then be a case of hooking into the OnSta…
I'll need more details on how to reproduce the issue.
What are your AC and Unity versions? Check Unity's Player and Editor logs to see if they reveal any hints about what's causing the crash.
If the Object: Send message Action results in the same…
Welcome to the community, @KAYOKIIN. What are your AC and Unity versions?
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Would you be able to PM me a .zip file containing the CSV file along with your Settings and Speech Managers, as well as details about which lines have this issue?
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You can use this script function to determine if the mouse is currently over a "distant" Hotspot while an inventory item is also selected:
bool IsOverDistantHotspot (){ if (KickStarter.runtimeInventory.SelectedItem == null) { …
There are two approaches you can take: one using script, another using ActionList parameters.
Through script, you can hook into the OnInventoryAdd / OnInventoryRemove custom events to check if a given item is present, and control a Menu accordingly…
You don't need to disable your GameCameras - they are just used as position references for the MainCamera, and don't contribute to rendering. You'll also need to make sure there's only one AC MainCamera component in the scene.
AC doesn't support A…