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I'm all for adding features that make things easier, but I'd need context - a typical problem it would look to solve. How would this work in practice? Can you share an example situation that would make use of this?
You can make use of Act…
What are your AC/Unity versions, and are any non-AC components/scripts involved?
Which direction are you pressing when he starts moving upward? I'll need to see the character's full Inspector and the Settings Manager to begin a recreation.
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This is something I've looked at in the past, but haven't yet gotten it working in a way I'm satisfied with. I shall revisit it, however - it's a good suggestion.
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A custom Action could be written to achieve this, but this is also p…
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Do either of the Timeline MainCamera tracks have Sets camera after running? checked?
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This may be down to the way the Animator system works. There can be inconsistencies when firing a Trigger parameter in the same frame as other par…
Duplicate mixer groups due to Addressables is an issue I've encountered before, and isn't unique to AC projects.
I'm not clear on the way it doesn't work with the AC Sound component, though. You're referring to a prefab that has a Sound object set…
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The Inventory: Select Action can be used to select a particular item.
You can automate this process, however. If your Settings Manager's Inventory interactions dropdown is set to Single, then clicking an item will select it if no "Use…
Ah, my fault. I forgot that the Remember base class has a custom Inspector - meaning that subclasses will not expose their own fields without an Editor script of their own.
Place this additional script, RememberEnabledEditor, inside an Editor subf…
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The scripts can be repurposed for your own game - it's a demonstration of how custom scripting can be used, but the scripts themselves can still be used if the example scene has the gameplay you're looking for.
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Yes - you can rely on…
Comments can be enabled per-Action via their cog menu, which can be printed to the Console via the Settings Manager's Action comment logging option. Use this to confirm whether such Actions are being run when skipped or not.
If need be, you can pr…
The regular way of running logic based on a specific combination of Hotspot and Inventory item is to create an "Inventory Interaction" on that Hotspot, and select the relevant item.
When the item is then used on that Hotspot, the assigned…
To close the menu, you'll want to rely on AC's Menu: Change state Action, or the Turn Off Menu Button command, rather than disabling it manually.
If you link the Button up to the Menu as a Button element, that should prevent clicks underneath from …
I need to see the Inspector of the linked GameObject.
If you can create a .unitypackage of your Menu Manager and the DiaryCanvas prefab, PM it to me and I will take a look.
You can hook into the OnBeforeChangeScene custom event, fired just before the switch, to run an ActionList that handles the necessary inventory changes.
Here's an example, ActionListBeforeChangeScene.cs, that you can use by placing on a new GameObj…
A custom Action isn't necessarily required - you can use the Object: Send message or Object: Call event Action to trigger a function on a non-AC custom script that handles the modification.
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You can place it in the scene, and use a custom script to attach it to the Player as they spawn in.
A custom script will be necessary, in any case, to position the target in the centre of the screen as the camera switches:
using UnityEngin…
Welcome to the community, @Alf.
The error in the Console is indeed pointing to the issue: you're attempting to assign your GVar variables in their declaration, rather than a function.
When defining a variable, your code needs to be able its initia…