Certainly, if there's an issue with AC's ActionLists I'll address it. I've not heard of or encountered this issue, so I will need details on how this issue occured so that I can recreate it.
What are your AC and Unity versions? Unless I'm mistake…
Let's see your Settings Manager's Interface, Inventory and Movement settings, though it's likely a case of unchecking Can move if an Item is active? in the Inventory settings panel.
In what way does idle not work? What plays instead?
The best way to debug an Animator issue like this is to keep the Animator window open while the game is running. If you select your Player object in the Hierarchy and then view the Animator wind…
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You can use the Variable: Set Action to update the string's value at any time.
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Tokens are supported by all element types, regardless of the menu's Source value.
Both AC and UCC initialise themselves in Awake functions. This looks like a case of AC running first, before UCC has had a chance to.
Try changing the Script Execution Order of AC's AC.MultiSceneChecker script to be larger than any of UCC's. This…
A menu's "Position type" can be set to "Above Speaking Character", which can be used for Subtitle menus to have it render over the character's head. AC's 2D Demo makes use of this option.
Alternatively, it's possible to update …
Welcome to the community, @Keaton.
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You must define a "Hotspot detector" on your Player, which marks out an area surrounding the Player for which Hotspots are interactive.
See the Manual's "Player-vicinity detection" cha…
Create a Global String variable that stores the value you wish to display, and use a variable token in the element's Label to display it.
The [var:X] token is used to display a variable with ID = X. See the Manual's "Text tokens" chapter…
No custom Actions - again, you can use the Object: Send message or Object: Call event Actions to call the script functions.
Attach to a GameObject. It needn't be in the scene - make it a prefab and you can call the functions from any scene.
I can't recreate this with an asmdef file, either.
Does any message appear in the Console, and does it show if you move the Action to AC's own Scripts/Actions folder?
You can place it inside a public function inside a custom script:
using UnityEngine;using AC;public class SetHotspotDetection : MonoBehaviour{ public void SetMouseOver () { KickStarter.settingsManager.hotspotDetection = HotspotDetectio…
For a Hotspot to be interactive regardless of where it is placed, it must be placed on the interactive (Default) layer, and given a Collider to be picked up by raycasts.
If an item is swapped out, I assume that means it then appears in the scene as a new object?
For each item, you'd need to create an associated prefab that represents it when placed in the scene - i.e. an object with the same sprite, and a Hotspot t…
There are a couple of ways to limit PnC movement when using a pre-baked Unity NavMesh. Which one you use will depend on the situation e.g. camera angle, obstacles etc.
* Place invisible colliders on the Default layer to cover areas of the screen t…
I take it the model is on the same object or a child of the collider.
Check that the object isn't marked as Static in the top-right of its Inspector - if so, Unity will freeze its visual position. This helps speed up the game's update loop, but sh…
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It may do - I can't recreate the issue, but I haven't tried with an assembly definition file.
Where is your Action class stored? Does that belong to an .asmdef file too?