What are your AC and Unity versions?
Though, it should be a case of unchecking Gravity set by 'held' state? in the Draggable's Inspector. That will then prevent AC from updating the Rigidbody's Use Gravity option automatically.
If it occurs again, try opening the same ActionList to check that it occurs repeatedly and consistently. If so, let me know and we can see about sending me details/files that I'll need to look into it.
Welcome to the community, @Wslie.
For the character's position to appear correctly, two things need to be true:
* The "Pivot Point" of the sprite asset needs to be around the character's feet (though this'll be true by default of the ass…
It depends on what collider type you're using for your detector, and how many discrete values you want it to have.
A non-script approach would be to animate it - i.e. attach an Animator to the collider, create animations for each of the values you …
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Quite right, apologies.
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v1.74.3, out now, adds an optional Move Sound object field.
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It'd be worth creating a temporary AC-only Player character/scene so as to learn if another asset is involved here.
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I shall attemp…
Version 1.74.3:
* Added: Support for Unity Localization - sync the game's language and active Locale, and map gathered text lines to Localized Strings
* Added: Ability to configure the input angle threshold used to keep the Player's Direct movement…
The vicinity distance is determined by the size of the Hotspot Detector's Trigger. This can be set through script (e.g. Radius if its a Circle Collider 2D), or through animation.
The Hotspot and Sprite need not be on the same object - the wiki script and Outlineable component should be attached to the Hotspot, and then the Outlineable should reference the Sprite Renderer in its Inspector.
Draggable Move Sound Problem
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You raise a good point. It'd probably be best to expose this as an optional field in the Inspector, with the MoveSound only being auto-generated if unassigned.
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If the Pitch factor is greater than zero,…
If you're using Unity UI for your Inventory menu's Source, temporarily switch it over to Adventure Creator to rule out this being a UI issue.
You don't need to enable "Inventory interactions: Multiple" to have separate clicking and drag b…
Your video shows the issue, but not how you're achieving it. How are you getting the animation to play?
Using Animator parameters is the "best practice" way of working in Unity, as it gives you much more control over the way animation is…
If a Player character is added to your scene file, it'll override the default prefab assigned in the Settings Manager.
If you have need for a separate Player character during a specific scene, add your Player to the scene file, make the necessary c…
You can wrap the re-positioning code around a check for whether or not you're currently in gameplay, so that it has no effect during cutscenes:
using UnityEngine;public class ForceZPos : MonoBehaviour{ public float forcedZPosition; private vo…
A direct-controlled Player will move forward in the direction they face, so some movement along the Z-axis would be expected if turning is not instant.
If you wish to lock their position along the Z-axis, you should be able to with a simple script …
It is possible to detect if an item is currently selected when clicking on a UI component by reading the value of AC.KickStarter.runtimeInventory.SelectedItem inside an OnSelect function.
If the Front Paramaeters Dilate is changing, then both AC and the integration are working.
In the Outlinable component, you need to assign the Hotspot's Sprite Renderer to the list of Renderers at the bottom. See the asset's own documentation for …
Custom tokens are a separate feature - they don't rely on the use of variables.
You're following the custom tokens tutorial, but aren't making use of the Journal menu element that the tutorial covers, so your code is looking for an element that doe…
In my experience, only 3D colliders can be raycasted in UI menus. A Box Collider 2D won't be detected.
You could feasibly switch your game's Camera perspective to 3D while the Menu is open, but it's a bit hacky.
I'd advise against placing Hotspot…