The AC MainCamera component is necessary, yes, and must be attached to the camera that performs any rendering.
If the other asset is asking you to disable "any other cameras", that suggests that the prefab in step 1 has a Camera component…
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You're right!
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The root GameObject - "My New Player".
To turn a GameObject into a prefab, drag/drop it into the Project window. It'll then appear as a new file in your Assets filesystem.
From there, you can drag/drop it …
It doesn't reference any objects directly - you can place it anywhere in the scene. Though, additional tweaking may be necessary if you want to only have it take effect at certain times.
Welcome to the community, @LynxNeko.
Thank you for the details.
The warning message will show if no texture assigned in the Hotspot icon texture field, as you've found.
AC is trying to display this texture because of the fields above it: Display …
In a backup/duplicate, try this alternative to the ActionRunActionList script file - it should resolve the issue without having to change anything:
https://pasteall.org/KyMA
Is this after exiting your game proper back to the title scene, or when the game begins? An issue related to the former was addressed in v1.74.0 - it may be worth testing the latest release in a backup/duplicate project.
Does the menu pause the ga…
Changing Manager asset at runtime should generally be avoided except for very specialised situations, as the data they contain is closely linked to the game. The Speech Manager, for example, also contains data related to languages, speech audio etc…
Welcome to the community, @Arctanas.
Though the cursor may still be visible, it should be that the mouse cursor's position is unaccounted for if you use Direct movement, and that the Hotspots in vicinity option is set to Nearest Only, in the Settin…
Welcome to the community, @Arctanas.
Though the cursor may still be visible, it should be that the mouse cursor's position is unaccounted for if you use Direct movement, and that the Hotspots in vicinity option is set to Nearest Only, in the Settin…
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Leave this as "None" - the relative options cause the final position to factor in its original position, whereas you only need the PlayerStart to appear at the same place as the Player.
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This would be my approach. The proc…
Thanks for the details.
It looks like you're currently using Blend Trees in your Animator. These are a little more complex, and allow for things like changing the speed of the walk animation playback with the speed of the character. They aren't s…
Sorry, this is due to a stupid typo.
The Trigger's state is correct - only the label is wrong.
In AC_TriggerEditor.cs, replace line 31:
if (!_target.enabled || _target.IsOn ())
with:
if (!_target.enabled || !_target.IsOn ())
Welcome to the community, @Endlessdescent.
On the AC side of things, you're correct that the MainCamera is the one you need to apply the effect to. GameCameras are used merely as positional references for the MainCamera. When you "switch&quo…
Thanks for the details.
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Normally, you can. When the ActionList it references is itself a parameter, however, it cannot provide parameter fields because they're unknown.
I suspect this is a case of the Action's UI not matching the behaviou…
Ah, apologies. The editor preferences are only available in Unity 2019.2 and later.
In earlier versions, you'll have to manually replace the default width (300) with your own within the ACEditorPrefs script file. In the current release, this is o…
Version 1.74.4:
* Added: Button to open the Active Inputs Editor window from the "Input: Toggle active" Action
* Added: Conversations now react to changes made to the Dialog component's "Conversation Delay" field during the dela…