(Quote)
I'm asking about which Action - not ActionList.
(Quote)
Does it work if Pause game when enabled? is unchecked in the Menu, or if Unfreeze 'Pause' menus? is checked in the Keypad AL?
What is your AC version?
Welcome to the community, @indoflaven.
Normally, you can make use of AC's Set Inventory Interaction Parameters component to assign parameter values for an Inventory interaction. However, this won't be viable if you're generating your Items at runt…
(Quote)
This'll be a case of making sure that your "Crouch Bool" parameter is set to transition to the Crouch animation while the Player is playing the walking animation. The parameter value itself should be correct.
(Quote)
The script c…
To prevent an ActionList from blocking gameplay, set its When running field to Run In Background. This will allow the player to move while it runs. If you want to block gameplay after the Engine: Wait Action, move the blocking Actions to a new Cut…
Is this to say the restart process works if the Cutscene is not running?
Can you let me know your AC/Unity versions, as well as share screenshots of the two ActionLists involved? I'll need them to reliably recreate the issue.
Do bear in mind that if you're looking to create platform mechanics, you are best off relying on a dedicated motion controller for it and connecting it with AC. A tutorial on this topic can be found here.
The above issues, however, can be solved b…
(Quote)
Items are being selected, but the cursor won't update visually unless you have a means for it to do so.
The "InvID" parameter is one such way - this parameter will be set to the currently-selected item's ID number. If you created…
If you're using a script attached to each Button and know the "slot index" it relates to in the Menu Manager, you can hook into the OnMenuTurnOn custom event to determine if the option has been chosen with:
public int slotIndex;void OnEna…
(Quote)
Images are always welcome - indeed encouraged.
(Quote)
You don't need to - the script will automatically disable the "crouch" collider when the game begins.
(Quote)
You do not need to - this is an optional field only for first-pe…
Which Action in the first image is the one calling the second? Does the Constant ID value match?
Add an ActionList Comment Action to the second and have it print a message to the Console - so that you can check if it's being run at all when the fi…
The GetItem function requires the item's ID to be passed as a parameter, rather than the index it appears in.
The RuntimeInventory class is more of a "wrapper" class that handles inventory management. The Player's actual inventory data c…
The sorting may be a knock-on effect rather than a cause. A Hotspot sprite hidden behind another sprite will still be interactive, unless the sprite above it also has a collider - which typically isn't necessary for background sprites.
It may be m…
How correct it is overall will be down to what you need it to do - but the additions since the last post are right.
Again, though, the approach you're taking is to rely on Animator parameters to control appearance. You will need to update your Ani…
You can use the Hotspot: Enable or disable Action to prevent a Hotspot from being interactive.
It's often easier, however, to move the entire character off-screen - using the Object: Teleport Action - to avoid having to control the rendering and in…
Does running the scene ActionList manually (via the "Run now" Button) cause it to work?
You'll need to share screenshots, I can't tell any issue from the workflow you descibe.
Welcome to the community, @Bedroomdev.
The Character: Animate Action can be used to control playback of other animations in your character's Animator. The Engine: Control Timeline Action can also be used to control Unity Timeline tracks that can b…
(Quote)
This would require a custom Action (similar to this one). However, it will require a new function in AC's Conversation script to return this information - I shall provide this in the next release.
(Quote)
Would this be for all options in a…