Thanks for the screens. Is there any difference if you:
* Remove the Rigidbody2D component
* Uncheck "Retro-style movement?"
* Uncheck "Turn root object in 3D?"
Either together or individually?
Let's also see the manner in wh…
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How are you determining this difference?
Rather than the two lines of code you're using, try calling the InvCollection's Delete function instead:
KickStarter.runtimeInventory.PlayerInvCollection.DeleteAllOfType (inventoryID);
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You …
Welcome to the community, @vrportal.
What are your AC and Unity versions, and what do you mean by "Only characters"? Are you saying that only Player/NPC names are being properly updated?
After importing the CSV file, check your Speech M…
It's really a case of what Spine allows for, but give this a try:
using System;using System.Collections.Generic;using UnityEngine;using Spine.Unity;using Spine;namespace AC.Spine{ [RequireComponent (typeof (SkeletonAnimation))] public class R…
To allow for this, I will need to make some changes to AC itself - expect these to be included in the next release.
Once made, you should then be able to make use of this script to have the MainCamera dynamically swap over to the same side of the s…
Currently, only the "Video player" field can be overridden - using a GameObject parameter.
For asset files such as a VideoClip, you can override them with a Unity Object parameter. I will see about updating the Action officially as part …
You must define a NavMesh for characters to be able to pathfind.
In 2D scenes, this is a case of creating a Polygon Colider that describes the shape of the walkable area, and assigning it as your NavMesh (tutorial here).
In 3D scenes, it's a case …
That too sounds like a root motion issue, where the Y Position of the character is being controlled by the character.
Once Apply Root Motion is unchecked, make sure your character also has a means to react to gravity, i.e. either a Rigidbody or Cha…
I will look into it.
You should, however, find that changes made to a character's "Standard" animations are saved - e.g. Idle_setzen. Is this not the case?
Does it work if you temporarily check Start game locked off? in your Description Menu's properties?
Make sure that this Menu's UI boundary does not overlap your Inventory UI, and that Ignore cursor clicks? is checked in the Menu's properties. It m…
The default Highlight effect needs to be on either a Mesh Renderer or a Sprite Renderer, with a material that it can affect.
See the Manual's Highlight chapter for details - by default, it will update the associated Material's _Color property, but …
If you have the date values assigned in variables, you can use variable tokens inside Label elements to display their values. A tutorial can be found here.
Set it to Manual and check Pause game when enabled?, then use the Menu: Change state Action to turn it on when your game enters Pause mode. When using the default Pause menu, this would be a case of adding this Action to the Menu's ActionList when …
Check the state of their Animator component's Apply Root Motion checkbox.
When this is checked, AC will rely on the walk/run animations being played to handle the movement of the character - since Root Motion refers to the Unity feature of having a…
A fix for the first of the two issues - with the hash being incorrectly compared - will be included in the next release.
If you're looking to apply it beforehand, replace:
public override float ActionCharAnimRun (ActionCharAnim action){ string …
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Normally, AC will disable all GameCameras in the scene and only use them as positional references for the MainCamera - which is the only one that actually performs rendering. If you wanted a shader filter to be applied at this time, it woul…
In order to help, I need to know exactly what field you're changing, and how. That is, which Inspector field you want to save, on what component, and how you're updating it using Actions.
Please share screenshots not of how it appears in-game, but…