You can change the value of any Settings Manager field through script - right-click on the field's label to get an API reference to it.
In the case of the "Hotspot ray length", it's:
AC.KickStarter.settingsManager.hotspotRaycastLength
H…
Are the Button components themselves set up to be navigable?
AC relies on its own custom Event System, but Rewired has one too:
https://guavaman.com/projects/rewired/docs/RewiredStandaloneInputModule.html
It may be that this is necessary for Rewi…
Tin Pot working suggests that your Player prefab has an issue - could it be that their child object has a non-zero position, so that their root position is not where they appear to be, visually speaking?
Welcome to the community, @OlivierEpie. What are your AC and Unity versions?
If the correct scene is at least loading, then the scene names and build settings are correct.
When you transition to another scene, AC will look for the PlayerStart in …
Scratch that - I've recreated it.
Open up Action.cs, and replace line 90:
public const int skipSocketSeparation = 44;
with:
#if UNITY_EDITOR_OSXpublic const int skipSocketSeparation = 44;#elsepublic const int skipSocketSeparation = 48;#endif
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That sounds best. There are so many values and Inspectors involved, there'll always be something left out in screenshots.
PM me a .unitypackage containing the prefab, sprites and animation assets, and I'll take a look.
I can't recreate the issue on my end - attaching the (corrected) RememberScale component to Tin Pot in the 3D demo correctly saves his scale. Did you remove the Remember Transform component as well?
Try the 3D demo on your end - is it the same for…
It sounds like a translation line ID issue. Is this occuring when using the original language, or a translation?
You say you've customised your AC - in what way?
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Because my character is showing all the faces at the same time. It just changes the body animations.
When using Sprites Unity Complex, map the "HeadAngle" float parameter you're using in your BlendTree to the Player component's &q…
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In your example screenshot, the ActionList: Run Action's After running field would be set to Stop so that it doesn't continue to block gameplay.
Naturally, this'll also stop the speech from playing - but you can have ActionList run from thi…
I'm sorry to hear your troubles, but I will need more details to resolve them.
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At the point of updating, or when you begin Play Mode? If the Editor crashed, you might be able to get some relevant information in the Editor Log file describe…
The separation distance is set in the Action script's socketSeparation variable, on line 94 of Action.cs.
I can't recreate the issue on my end, but see if reducing that value works on yours - start with 26.
Attach an Animator to your CursorUI in the way I described above. The script will affect two parameters defined in that Animator: a Bool named "HasLookIcon", and an Integer named "UseIconID".
The script will set "HasLookIc…
Thanks for the explanation.
Having a "dummy" menu at the bottom that serves as a means to reveal the "real" menu when hovering over it is a valid approach. This doesn't necessarily need to be visual, however: an empty RectTrans…