You're using Audio Mixer Groups for volume control?
It may be a case of having to make the Mixers addressables as well. Unity may have to create copies of certain assets referenced by addressables if they aren't also addressable.
The script in yo…
When it comes to the character's control, yes. AC will take over the character during e.g. cutscenes so that they respond to Action commands, but control over the character during gameplay is handled by UCC.
So long as they don't intersect with one another, multiple Polygon Collider 2D components can be attached to a NavMesh, with each character inside being limited to motion inside the component they're placed in.
See the Manual's "Polygon Collid…
The integration provides a bridge between AC and UCC items in the form of the AC_UCC_Item script, but this works by having UCC be the effector and AC the reactor. That is, equipping an item in UCC will update AC, but not the other way around.
To u…
Unset the click marker from the Settings Manager and try this script in your scene instead:
using UnityEngine;using AC;public class NavMeshClickMarker : MonoBehaviour{ public GameObject clickPrefab; protected GameObject clickPrefabInstance; …
You can do this either by clicking "Collapse all" at the top of an ActionList's Inspector, or in the ActionList Editor window by right-clicking in empty space to select all, then right-clicking again to collapse the selected Actions.
If you rely on the First Person movement method, AC will switch to the First Person camera whenever gameplay resumes.
If you don't want to switch to this camera, you need to alter your Movement method at runtime using the Engine: Manage systems Act…
Thank you for the clear explanation!
I misunderstood your original post - I was under the impression that the Action that triggers the alert was part of Scene B. Going by your diagram, I don't see a need for the variable to be Global after all.
I…
The process of installing URP is unchanged by whether or not AC is present. If you're new to render pipelines, though, I'd recommend a fresh project without AC to get familiar with it in isolation.
You'll want to run the Action from an ActionList asset, since that way you can use parameters to run the same list each time you take an item - see this tutorial.
If you assign the Animator from the prefab into an asset, it should record a Constant…
I'll need to see your exact settings to be able to recreate the problem. Can you share screenshots of your Menu + Element properties, and (if using Unity UI) your linked Inventory button / image objects? I'll need your AC/Unity versions as well.
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If the script's function is public, you can assign it to the Unity UI's Button component directly within the On Click event Inspector.
Since you're handling the click behaviour yourself, you don't need to link it to AC's Menu Manager - even if the …
Thanks for the details.
To be clear: the issue isn't that the walk cursor is not appearing if Only show 'Walk' Cursor when over NavMesh? is unchecked, but that you wish to hide it for certain scenes?
For that, you'll want to have a script that unc…
Welcome to the community, @JBacal.
Automatically running to a Hotspot is available if the player double-clicks.
To have this occur with a single-click, or any condition that the player interacts with a Hotspot, you can hook into AC's Hotspot event…
The OnHotspotInteract event will be fired at the moment the player clicks on a Hotspot.
Having the marker auto-remove when clicking a Hotspot is a fair suggestion, though. Would you be looking to have the marker re-appear at the Hotspot?