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Use an Animation track to control the character's position - just have an additional Character Animation 2D track run at the same time to handle their actual sprite animation. You can still rely on other tracks i.e. Speech. Again, see the …
If you make use of Unity UI for your menu, then you can apply a custom shader to your portrait Image component. This won't specifically involve AC, though you may want to make use of e.g. the OnMenuTurnOn custom event to update the shader based on …
What's your AC version, and does this happen when only one such object is in the scene?
It looks like your parenting tracks to one another, which may cause position issues depending on the order in which tracks are loaded.
Try keeping all tracks a…
It's trying to play the Player's "Empty" animation in the first sub-layer (UpperBody) of their Animator. Check that this is still present in the Animator Controller.
Welcome to the community, @shannonblob.
It may be that this is a bug. Your workaround should be enough for it to work, but I'll look into this further on my end - thanks for the details.
Thanks @Temmy's - yes, any Manager field can be modified in this way.
It's important to note that Managers are asset files, and as such changes made to them will survive exiting Play Mode. As such, it's necessary to initialise the values of any fi…
You can wrap #if UNITY_EDITOR around Editor-only code, but unless you want to modify the original Menu settings, you shouldn't have to in this case.
So long as you're looking to work with the runtime Menus - whether its in the Editor or a build - r…
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All items can be removed from the Inventory by calling:
AC.KickStarter.runtimeInventory.RemoveAll ();
As usual for running custom code, place inside a public C# function and use the Object: Call event Action to trigger the function via a G…
Provided both characters involved do not have visible subtitles at the same time, you can alter the value of the Speech Manager's Scroll speech text? option at runtime, based on which character is speaking:
using UnityEngine;using AC;public class D…
The main thing I'm seeing is that gameplay is active while the Timeline is running. Is your ActionList set to Block Gameplay?
The current release has an issue with the Engine: Control Timeline Action's Wait until finish? option. This will be addr…
A Hotspot's Position along the Z-axis will control its priority relative to other objects. If you move the Lamp's Hotspot closer to the camera than the Player's, it should take precedence.
It is also possible to have the script only work for items…
At runtime, Menus are transferred onto PlayerMenus - these are the ones you want to affect.
Any change you make to the Menus stored inside MenuManager will affect the originals.
You just need to replace your instances of:
AC.MenuManager.GetElemen…
There's no need for multiple Animator Controllers - you can just use the one, so long as it's high up enough in the Hierarchy (root or immediate child) for it to be able to affect all objects you wish it to.
The purpose of using sub-layers is to be…
The end result looks to be a regular bone-based animation, which Unity can handle, so I don't see a problem with Unity being able to import it.
I would recommend testing in a fresh Unity project without AC first, as the actual importing / animation…
It might just be a case of having to call the Menu's Recalculate function after assigning the override Container, which updates the display of elements inside it.
Try adding this to the end of the OnMenuTurnOn function:
menu.Recalculate ();
Welcome to the community, @TimMakesGames.
What's assigned as the GameCamera2D's "Background constraint" doesn't necessarily need to be the same sprite as the visible background. It can be a separate sprite, and can have its "Sprite …
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I'm suggesting to use an alternative set of these same animations, not add new ones.
For example, if you place in two animation states: WithHelmet_Idle_D and WithoutHelmet_Idle_D, into your Controller, you can set WithHelmet_Idle_D to be th…
I understand your frustrations, but I am here to help. I do need you to share the details I'm asking for, however.
Please see my comments above regarding the Interaction_TurnOn asset, and the contents of your Console window.
Without the Library f…