You can increase the Rigidbody's Mass value to prevent them from being pushed so easily.
Alternatively, you can try replacing the Rigidbody + Capsule Collider combination with a Character Controller.
Parent the Marker to the NPC so that it moves with them, and then set a non-zero Pathfinding update time (s) value in the Settings Manager's Movement panel.
If the Marker moves while the Player is moving towards it as part of the Interaction's &quo…
Here's a custom "Hotspot: Check" Action you can plug in with this tutorial:
using System.Collections.Generic;namespace AC{ [System.Serializable] public class ActionHotspotCheck : ActionCheck { public int parameterID = -1; …
Hotspots will be placed on the DistantHotspot layer automatically based on their proximity to the Player, if Place distant Hotspots on separate layer? is checked.
Is this to say this wasn't the case when the layer values were left as their defaults?
Do each of the 2 initial Hotspots turn off when used independently?
Create a Local Integer Variable to record how many of these Hotspots you've turned off. When using either one, run a Variable: Set Action to increase this Variable's value by 1. …
Checking Duplicate for each line? in your Subtitles menu's properties will cause its positioning data to be locked for the character it turns on for - regardless of what else gets spoken at the same time.
Best to import the latest AC into a fresh project, and copy over the two lines inside KickStarter and SaveOperation scripts that set the CurrentCulture to InvariantCulture into your own.
Some good suggestions here, thanks!
Groups can currently be renamed by right-clicking their headers.
Related to Tabs: if you check Allow multiple Editors? in the Actions Manager, each ActionList you open will appear in a separate window that can b…
Welcome to the community, @gugulplex.
What's your AC version? As of v1.81, the Settings Manager has an option (enabled by default) to use Invariant culture when saving - which should improve compatibility across systems.
If you're looking to show the given Item in the Player's hand, you'll want to remove the original from the scene and spawn them in as a separate object. This'll give you the freedom of it being able to work across scenes, and independently of what …
It's possible, you just need to ensure the original ActionList that runs the Conversation isn't running at the time. In the ActionList: Run Action that runs the separate timer, make sure that Wait until finish? is unchecked.
At the end of the time…
Verbs and interactions are tied together. If you wanted to associate the Interaction with a different Verb, it would need to be set in the Hotspot's Inspector.
It is, however, possible to override the Hotspot's label through custom script when ove…
If your character uses Sprite Unity Complex mode, you can have an Integer paremeter in the Animator that represents their facing direction.
Attach the Link Variable To Animator component to connect this parameter to a Global Integer variable that y…