The MainCamera is performing rendering duties over e.g. GameCameras, but it should still be possible to layer it with custom cameras. Just be sure to not have any AC camera components on the secondary camera, as they disable the Unity Camera compon…
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Within AC, you'd have to rely on a Button with a custom script behaviour to work out what elements are showing and show/hide the next set accordingly.
If you were using Unity UI, you should alternatively be able to place your linked UI obje…
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Is this the exactly the same Action (as in, the same ActionList being re-run), or just the same Action type with similar settings? If the latter, check that any Constant ID values listed match.
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There's a couple of ways: one would b…
Welcome to the community, @JacobFalling.
I wasn't the author of the original wiki script, but it looks like this could be an issue with the following line inside the first script, AnimEngine_Spine.cs:
UnityVersionHandler.AddComponentToGameObject &…
At runtime, GameCameras are not used for rendering. Instead, they act as references for the MainCamera, which is the one that renders.
See the Manual's "Cameras overview" chapter for more details, but it's not necessary to switch the cam…
Odd. Variables should not be dependent on one another without explict Actions/custom code. Does temporarily unlinking each of the two Integer variables in turn reveal which one is the cause?
At what moment do the Float variables revert to their d…
The ActionList in your screenshot is listed as a Trigger, which should mean it's part of a scene - rather than an ActionList asset. Is this the case?
To view scene lines in the Speech Manager, you'll have to set the "Scene filter" to dis…
Are you referring to the popup window that appears when clicking the Action's "Audio source (optional)" field?
This window is handled by Unity, and oftentimes doesn't list all available objects. However, it should still be possible to ma…
Welcome to the communitym, @WindowsTV.
Apologies, I'm afraid your post was flagged as spam for some reason. I've corrected this now and verified your account, so it shouldn't happen again.
When a menu is shown depends on its "Appear type&quo…
The icon in your first screenshot appear to be the cursor itself. If you don't want your cursor to show the interaction icon, uncheck Change cursor based on Interaction? in the Cursor Manager.
Having an interaction icon appear beside the Hotspot i…
Either write a Debug.Log statement under each that identifies the script and object it's coming from, e.g.:
Debug.Log ("Hotspot.cs " + this, this);
or comment out each instance of the line one-by-one and run the game to see which one is …
The cursor can be locked with the Player: Constrain Action. If Hide cursor when locked in screen's centre? is checked in the Settings Manager, it'll be hidden during this time.