What you're describing should work - it may be down to some other detail not mentioned. Can you share screenshots that show the workflow?
If you view the properties of an ActionList at runtime, it'll list the current values of properties - is the …
What are your AC and Unity versions?
Deleting the Demo folder should normally be fine - the New Game Wizard should create your own Managers and assets that are independent of those used by the demo game.
Are you referring to UI prefabs? In (very)…
The script should kick in whenever the Conversation appears - check that the Button's Inspector is showing the correct value of "Normal Trigger" in its Animations tab.
It may be that the Trigger itself needs to be run. Try replacing:
bu…
If you have multiple characters, and they all change their icons at the same time, then using a script may well be appropriate - it really depends on the situation.
Through script, you can iterate through a Hotspot's useButtons List and update them…
Characters rotate to face the direction they're moving in. To keep your model at a fixed angle, move their graphic components to a child object and then attach a script that keeps it locked:
using UnityEngine;public class LockAngles : MonoBehaviou…
Item parameters aren't so easy to set through Actions, since you're dealing with different instances of the original item - unlike variables which only have a single instance.
It is possible to create custom Actions, however - see this tutorial for…
You can find out for sure by stopping the ActionList after the "Character: Face direction" Action. I can't recreate an issue on my end with it, though.
Does the same Action work with the old Rufus Player prefab?
As in, how many characters in a string?
If you're dealing with a keypad puzzle, and each digit is a separate digit, see the "Combination lock" scene in the "Puzzle template: Simple examples" package on the Downloads page.
This …
The easiest way to do this is to create a new icon in the Cursor Manager that represents "already talked to", and then use it in a new Interaction in the NPC's Hotspot component.
If you create a new Use Interaction, and map it to this new…
You'll need to rely on scripting, since the exact effect an option being chosen has will be specific to your needs.
You can check if a particular option in the currently-active Conversation has been chosen before with:
AC.KickStarter.playerInput.a…
Welcome to the communitym, @Elerion.
As AC is classed a "Systems" asset on the Unity Asset Store, licenses are available per-seat - though AC is currently on sale at 50% off its usual price. More details on licensing can be found in the …
They appear to be facing left at the time the down-right animation is called.
Does he face the correct direction if you either check Is instant? in the Character: Face direction Action, or insert an Engine: Wait Action in between the two?
What are your AC and Unity versions?
In order for the camera state to be correctly saved, any GameCamera that may be active when saving the game needs to have a Constant ID component attached.
This acts as an identifier in save-game data, so that …
I'm having trouble recreating this - despite setting up an ActionList flow following your diagram.
There's a lot of cropping in your screenshots, though. Are you able to PM me a scene file + Timeline asset that demonstrates the issue?