If you can share the code UCC requires, I can assist with converting it into an Action. Alternatively, if you have the code in a custom script function, you can trigger it via AC's Object: Send message / Object: Call event Actions.
You can run Actions in parallel using the ActionList: Run in parallel Action, but for this situation I'd recommend relying on Timeline instead.
With Timeline, you can control both the video and subtitles, making it much easier to sync the two toget…
IsVisible relates to the Element inside a Menu - not the Menu itself. Changing an Element's visibility has no effect on the "on" state of the Menu it's a part of.
_Camera is the base class for all AC GameCameras that the MainCamera can attach itself to.
To get the Unity Camera component for a given _Camera, read its Camera property:
associatedCamera.Camera.orthographicSize
If you've opted to have AC set the cursor's graphic, then yes. I'll look into this.
Also to note: this cursor should only be used in conjunction with Unity UI menus. Adventure Creator menus will always be rendered above this cursor type, since th…
Don't parent the MainCamera to your Player - it can cause positioning issues.
Any animations that affect the heart sprite need to be in a sub-layer. Each layer can only play one animation at a time, so the base layer must only have player animatio…
It might be a case of automatically switching the input method based on the last-detected input. It's possible to alter AC's input method - and any Manager field - through script. Right-click on a Manager field's label to get an API reference to i…
If gameplay is blocked while they're shown, the Cursor Manager's Cutscene cursor will be used. You can hook into the OnStartSpeech / OnStopSpeech events to update it's graphic to a specific texture while speech is playing:
using UnityEngine;using …
All events are handled by the EventSystem script, if you want to edit/add additional events.
Linking an AC variable to a C# script variable is already possible, however. A Global or Component variable's Link to field can be set to Custom Script. …
If you assign the "Raw Image To Control", then AC will update its Image field automatically using the textures assigned in the Cursor Manager. Any texture you assign in the component manually will be overridden at runtime.
Since you've o…
I don't know what transparent effect you're referring to with the example video above, but you shouldn't have to rely on a loading scene for the transition. Loading scenes are specialized and don't function as regular scenes with e.g. OnStart cutsc…
I don't see why it wouldn't.
What's your AC version, and did you update AC at the same time?
Check your Console for messages, and view the Inspectors of both the Raw Image and Canvas Group components at the time it should kick in. What are their …
I'll update the Manual, certainly.
If you assign the Inspector's "Raw Image To Control" field, then that'll use the textures assigned in the Cursor Manager and behave as it would normally with the Software rendering option.
Otherwise, th…
OnMouseDown is a special function that detects mouse input. There isn't an equivalent for generic input detection. For that, you'd need to detect your input in an update loop:
void Update (){ if (Input.GetButtonDown ("Interaction")) …
It's possible to override free-aiming input in the same way that other input types are. You can incorportate this into your existing ACInputRewired script to allow for a custom scale factor.
Inside the Start function, add:
AC.KickStarter.playerIn…
1) Do you mean that the animation is playing in the Animator, but it has no visible effect? Be sure to give the layer a non-zero weight.
2) Are you using multiple Animators? That's most likely to occur if you have the Player's Animator Controller…