Probably best to combine both scripts into a single Action - that way you can run it via an Active Input:
using UnityEngine;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public cl…
By all means, the discord is a great source of knowledge - but it is community-led and not for official support. I will need to see images of your animation issues in order to help.
Moving a scene sprite to the position of a UI RectTransform isn't strictly involving AC, unless you're looking to refer to the RectTransform by way of a linked Menu element.
An object in the scene can be moved to a RectTransform by a custom script.…
I'll urge caution using this, but you can override AC's record of the active Player character by setting the value of:
AC.KickStarter.player
The Player this is set to will need to be present, however - this should not be set directly to a prefab.
If you want to run custom code before a Menu Button's ActionList is run, you need to hook into the OnMenuElementClick custom event, run your own code, and then trigger the ActionList asset through script.
If you set the Button element's Click type …
The original issue in this thread was related to AC-menus, so the script works by updating an element's font variable - which is read only by such menus.
For Unity UI menus, it's necessary to update the Text component itself.
A script for this can…
I'm afraid you found a minor quirk!
The default Pause menu's Save button is actually hard-coded to hide/show itself automatically based on whether or not saving is currently possible due to e.g. the game currently being in a cutscene.
Without this…
No problem - thanks for the follow-up!
In order to save scene data when switching scene, you will have to involve AC. However using the Action itself isn't strictly necessary, and it can be done through script if you prefer:
AC.KickStarter.sceneC…
Welcome to the community, @tris262.
When it comes to 2.5D or 3D games, I suspect it's more of a case of "with limitations" rather than totally impossible - but I will have to look into it properly before I could say definitively.
I shall…
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The code above is an update to your custom Action's run function, which does account for player vicinity with:
hotspot.PlayerIsWithinBoundary ()
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Attach the wiki script to your Hotspots.
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It will show the Hotspot menu for Ho…
The Hotspot whose layer is being changed is the same object as your main sprite. Is it possible that the "Sprite Manager" component on the root is altering this layer?
The Hotspot doesn't need to be on the same object as your main sprite…
The script can be attached to any of the Hotspots you want it to show for, but won't respond to Flash calls. Instead, you'll have to call HighlightOn and HighlightOff separately with a short gap in between:
List<Hotspot> hotspotsList;public …
In what context? Do you mean you want to move something fixed from the scene file to your interface in general, or that you want the user to be able to move an item in the scene into your inventrory menu?
Unity UI can render sprites with its own I…
When running past static objects up-close, are they moving across the screen jaggy as well - or is it only ever the player?
Does your Player have a Rigidbody that uses Interpolation?
As AC's MainCamera is now following the Cinemachine Brain, it's …