Welcome to the community, @octone.
Officially, no. However, AC will detect if a 2D character's Animator has Apply Root Motion checked. If so, AC will not move a character along the axis the sprite is facing. For example, if facing left or right,…
Thanks for the report.
Open up ActionVarSet.cs, and replace the following (around line 407):
_value = var.TextValue + AdvGame.ConvertTokens (stringValue, Options.GetLanguage (), localVariables);
with:
_value = var.TextValue + AdvGame.ConvertToke…
That ought to represent the refresh rate. You can remove it by replacing:
string optionLabel = resolution.width.ToString () + " x " + resolution.height.ToString () + " (" + resolution.refreshRate.ToString () + ")";
w…
Run a project-wide search: it'll show each script that contains it, no need to open each script individually.
The relevant scripts are:
* Hotspot
* DragBase
* _Collision
* NavigationEngine_PolygonCollider
* NavigationMesh
* BackgroundImage
* Remem…
When using Unity UI for the Menu's Source, AC is not involved with the placement of elements beyond their visibility. It'll be a case of using Unity's provided UI components. I'd start with looking at the Canvas Scaler component, but this is not a…
Hard to say, but it looks like it might be a lighting/normal issue.
I don't expect it would be AC-related, however. AC won't affect the way character models are lit or shaded.
Welcome to the community, @ChristmasAngel.
If you use AC's dedicated Sound: Play music Action to play music from, then such audio should survive scene changes automatically.
This Action prompts you to open the "Music Storage window", fro…
If you're referring to an Interaction element's icon/label, it's taken from the Cursor Manager's "Interaction icons" panel. You can use this panel to update available icons and textures.
If not, I'll need to see screenshots to illustrate…
Disabled, as in the Hotspot component is disabled?
Replace:
if (hotspot.IsOn () && hotspot.PlayerIsWithinBoundary () && hotspot.highlight && hotspot != KickStarter.playerInteraction.GetActiveHotspot ())
with:
if (hotspot.…
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Not through flashing. Flashing refers to to the highlight effect turning on and off in one go - you would need a rewrite to have the behaviour be different.
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Using Unity UI, it's a case of attaching the correct UI components, e.g. C…
It can be done with a separate script, attached to the same object.
Paste this into a script named SetFocalDistance.cs, attach to the Basic Camera, and fill in its Inspector:
using UnityEngine;using AC;public class SetFocalDistance : MonoBehaviour…
Recreated, thanks for the details.
To fix it, open up ActionVarCopy.cs, and find the line 321:
variableID = vars [variableNumber].id;
Just above, paste fhe following:
variableNumber = Mathf.Max (0, variableNumber);
The Hotspot menu appearing, and where it is positioned, are handled separately.
If your Hotspots in vicinity setting is set to Show All, then multiple Hotspots can be interactive at once - and so the cursor position is used to select which one to i…