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ChrisIceBox

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ChrisIceBox
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  • AC doesn't interfere with the rendering of UI canvases - it only controls when they're shown. Having particles show on top of UI canvases is a case of switching to "Screen Space - Camera", as you've found. As the AC MainCamera is the Cam…
  • My apologies once again - there is still an ongoing issue with the "Unity Object" property type for Inventory Items. Once more, open up the InvVar script and look for the following line around 108: popUpID = assetVar.popUpID; Immediatel…
  • Hotspots can be highlighted by invoking an input named "FlashHotspots", once defined in the Input Manager. Only enabled Hotspots will be highlighted, and they must have a "Highlight" component assigned in their Inspectors. You …
  • Post Processing is applied to the MainCamera - not any of the GameCameras (SimpleCamera, FirstPersonCamera etc) in the scene. They are used solely for position references for the MainCamera, which is the one that performs the rendering.
  • Having a custom rotation axis for your Player motion is a complex topic - best handled by a dedicated motion controller asset that is specially designed for it. It would then be a case of connecting it with AC via a bridge script - see this tutoria…
  • It's possible to write custom Remember scripts that you can attach to objects to save specific data - a tutorial can be found here. There are a couple of Spine integration scripts out there - which are you using, and what's the exact field you're l…
  • Welcome to the community, @bud. You'll need to attach the appropriate Remember component to the item's object in the scene - depending on how you're removing it when the Player takes it. If you're using the Object: Teleport Action to teleport it o…
  • I have updated the second script once more - does it work now?
  • (Quote) You can run a specific Conversation option by calling its RunOption function. You can listen in for specific keys and run it in a custom script: private void Update (){ AC.Conversation conversation = AC.KickStarter.playerInput.activeCon…
  • If your Settings Manager's Movement method is set to First Person, then AC will switch back to the First Person camera automatically during gameplay. You can switch camera during cutscenes - but it'll revert back to the First Person camera afterwar…
  • Your original post mentioned displaying the graphic when hovering over an item - so the above script will kick in when hovering over items. If you want to display the graphic for the item currently-selected, you can read the RuntimeInventory class'…
  • Be sure to drag over the prefab as it sits in the Project window - not the instance of it that's in the scene. This prefab object will need to have a Player component on its root, but the Character Wizard should have taken care of that. You can fi…
  • (Quote) Make a RawImage, yes, but don't link it to the Menu Manager. Such links are only necessary where you want AC to control a UI object. In this case, the RawImage is controlled by the custom script - you can delete the Graphic element. (Quot…
  • What are your AC and Unity versions, and does this occur in every scene or only this one? Does this issue occur when beginning the game from this scene, or only when entering from another? If another PlayerStart is being used, then the Camera asso…
  • * You must use a RawImage component, not an Image component * The item graphics must be of the type Texture - not sprite * If you do create a Menu, don't create a Graphic Element that links to the RawImage - the script will handle its display instea…
  • It's likely that the halting can be removed in the case that the "Player Action" is set to "Walk To" and "Walk To Marker". If so, it'll be included in the next AC release - I'd recommend holding off on this until then.
  • If your character relies on Sprites Unity Complex, you can add a Bool parameter to your Animator that causes a separate set of walking animations (i.e. stair-climbing) to play when True. The Character: Animate Action can then be used to set this pa…
  • Separate your OnStart Cutscene into two - ending the first with the Menu: Change state Action. Then, when the Player has entered their name and the variable has updated, run the second Cutscene (that now contains the Actions to run afterwards) usin…
  • Welcome to the community, @Biali. As the exact behaviour would need to be very specific for your game, this'd involve a custom script. Essentially, you'd check the distance between the Player and the NPC, and then teleport them to an appropriate s…
  • You don't necessarily need to create a Menu to house this script - but it does need to be attached to a UI Canvas that's in your scene. A Menu that's linked to Unity UI (tutorial) is the easiest way to ensure you have a Canvas prefab in your scene,…
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