For anything custom like this, switch to Sprites Unity Complex for your character's animation engine.
With this, you can then add transitions from your "default" idle animation(s) to others based on the value of an Integer parameter. A c…
You say it works, but you can't click on items. What is the exact behaviour when clicking items?
You have a large "minimum drag distance" value set, which means that the Player needs to click and drag a fair ways before an item becomes s…
What are your AC/Unity versions? Any related messages in the Console?
Share screenshots of your OnStart cutscene and Settings Manager's "Save game settings" "Scene loading" panels.
The video makes it look like the issue occurs at the same time you move the cursor over the menu at the top of the screen. Does this issue occur without such interaction?
What are your Player's walk animation settings?
Welcome to the community, @jeanallen.
Yes, for point-and-click in 3D you must place your floor on the NavMesh layer. A tutorial on this can be found here.
Welcome to the community, @hansolo.
AC provides a Conversation system that allows the Player to pick from a selection of on-screen choices - see the tutorials for it here.
You can update variable values based on which response the player picks if …
(Quote)
If you're using Unity UI, look for the EventSystem that spawns in the Hierarchy at runtime and expand the bottom of its Inspector. That should reveal which element is currently selected by it - is it correctly recognising the item slot's bu…
You can assign a transition time when calling the SetGameCamera function:
using UnityEngine;using AC;public class CameraTransitionExample : MonoBehaviour{ public _Camera newCamera; public float transitionTime = 2f; public void DoTransition…
(Quote)
You are attempting to texture's filename as a function parameter - this is not possible. You must create a public Texture2D variable outside of the function that can be assigned in the Inspector. See my earlier example.
(Quote)
Update to …
What's your AC version?
Actions can be assigned comments by clicking their cog icon in the ActionList Editor. If you enable comment-logging at the bottom of the Settings Manager, such comments should then appear in the Console when their Actions a…
When switching camera, the MainCamera will adopt the new camera's position, rotation and FOV values - but not the culling mask.
You can, however, hook a custom script into the OnSwitchCamera custom event to do automate this:
using UnityEngine;usin…
You needn't rely on custom Actions - a custom script attached to the Trigger itself can listen out for the OnRunTrigger custom event and process the character there:
using UnityEngine;using AC;public class LimitToCameraTrigger : MonoBehaviour{ p…
(Quote)
You don't need to modify MenuSystem to update your Menu's appearance. Your code can go in a hook to the OnMenuTurnOn event in a separate script:
private void OnEnable () { EventManager.OnMenuTurnOn += OnMenuTurnOn; }private void OnDisable …
Where is the script placed, exactly?
Try adding this additional function to the script:
private void Start (){ UpdateStats ();}
In the UpdateStats function, add at the top:
Debug.Log ("Update all stats");
What is the full message (…
The third-person camera now separates top/middle/bottom regions with their own height/distance fields, so it's not so easy to set the camera's "distance" as a single value. You're best off creating a separate camera with the same settings…
Oops - actually, there already is an OnPlayerJump event!
It does not, however, get called when a Character Controller is involved. I shall fix this bug in the next release.
You're setting currentSpot to the Hotspot attached to the same object:
currentSpot = GetComponent<Hotspot>();
Remove this, and make currentSpot public so that you can assign it to the correct Hotspot in the Inspector.