The OnCharacterSetPath and OnCharacterEndPath custom events are fired when a character begins and ends pathfinding, but you can also brute-force a check by reading:
if (AC.KickStarter.player.charState == AC.CharState.Idle) { }
Interactive Boundaries are a way of further limiting when a Hotspot is interactive - rather than a replacement. You're still bound by the "Hotspot detection method" field in the Settings Manager.
If you want to make Hotspots interactive …
Have you been through the "Upgrade notes" sections for v1.74.0 and v1.75.0 in the Manual, and have you re-assigned your Managers?
Create a new thread with details, sharing images of the relevant Managers.
AC supports both loading screens and loading bars - details can be found in the Manual's "Loading screens" chapter.
If you're not experiencing lengthy load times, though, I'd say it's more of an aesthetic choice. If you do face longer lo…
Version 1.75.1
* Added: Ability to display a Conversation in a specific DialogList menu element using the "Dialogue: Play speech" Action
* Added: The "Inventory: Add or remove" Action's "Set amount?" option is now avai…
The standard way of handling this is to rely on Triggers that run a Camera: Switch Action when the Player enters them.
See the 3D Demo's Basement scene for an example - the camera switches from NavCam1 to NavCam2 when the Player enters the Trigger …
I recommend relying on AC's custom event system to avoid modifying its scripts to extend functionality.
I will see if I can find the change that was made in v1.73.7 that fixed the issue.
Is the Variable being checked Global or Local?
As Inventory interactions rely on ActionList assets, you'll need to rely on a Global variable to be able to reliably access it all times.
If this is the case, share your AC/Unity versions as well as s…
Not currently, but it is on my radar for the future.
What you'd currently have to do is remove the languages, build, and then undo the changes by reverting a backup. This'd be easier if you're relying on version control.
The new Player-switching system was introduced in v1.71.0, and the "Player start data" window wasn't changed in any recent release.
Which exact field are you missing? Setting a non-default Player's starting point "Scene index" …
Controlling layer weights is a Unity animation concept - you can learn about this from Unity's official docs here: https://docs.unity3d.com/Manual/AnimationLayers.html
(Quote)
To be clear: you're talking about animating multiple Sprite Renderers in…
Is the Player's root position moving, or is it just the camera?
AC will take control of the "First Person Camera" transform, so if you want to add a leaning effect on top of that you'll need to create an empty that sits between the Player…
The inventory system was overhauled in AC's v1.72 update - the updated way to remove all items from the inventory is to call:
KickStarter.runtimeInventory.PlayerInvCollection.DeleteAll ();
For details on what other functions you can call to contro…
Yes. It's a bit more tricky than the tutorial, as you'll have to use AC's AssetLoader class to handle the conversion between the texture asset and a save-able string. This ought to do it, though:
using UnityEngine;namespace AC{ [RequireCompone…
It looks like your Animator sub-layers have no Weight value, which means they won't have an affect on the animation. You can increase a layer's weight via the cog menu in the list on the left of the Animator window.
Where is the Animator component…