If you limit a Hotspot to a separate Camera (e.g. "DummyCamera") that isn't actually used, it won't be interactive but will still be considered "on" by the save system. One trick would be to set this camera in the Hotspot's limi…
With v1.74.2 now out, it's possible to move a Recipe's Output to the Inventory via a separate button:
using UnityEngine;using AC;public class MoveCraftingOutput : MonoBehaviour{ private void OnEnable () { EventManager.OnMenuElementClick += OnMen…
Not currently. I think this would best be handled officially by introducing an OnPlayerJump custom event that can be hooked into to provide whatever extra functionality is necessary.
If your Player has an Animator though, you can define a "Ju…
What are your AC/Unity versions?
Let's see screens of your ActionList, your Settings Manager, and the Video Player running the video.
If you insert an Engine: Wait Action of 1s in between the two Actions, does the video still flash for a single fr…
Your screenshot of your Object: Call event Action crops out an important message box: event parameters cannot be set in the Action.
You must amend your script to store the texture within it's Inspector, so that the function you call needs no parame…
Version 1.74.2:
* Added: Option to display dialogue option prefix numbers in the order they are displayed, as opposed to the order they appear globally
* Added: Ability to get an Output Crafting element's active recipe via script
* Added: Ability t…
If it's not playing in the Editor, check your Console. You should be getting warnings if an expected key is not found.
Let's see screenshots of an example Dialogue: Play speech Action, its entry in the Speech Manager, and the Addressable AudioClip…
Welcome to the community, @Amateur.
Is audio playing when testing in the Editor?
The way Unity retrieves addressables in builds is different to that in the Editor - you need to build your addressables data beforehand. This is a case of choosing B…
The shop system relies on custom scripting to handle the behaviour when any item slot is clicked. You need to make sure that AC's built-in click behaviour is disabled. If items are being moved/selected inadvertently, it sounds like the default cli…
The script itself won't interfere with the UI's behaviour, but if Unity gives an error then it will cause issues.
If your script's line 60 refers to this:
int statValue = container.InvCollection.GetInstanceAtIndex (0).GetProperty (stat.propertyNam…
Welcome to the community, @Kopavi.
To update an Action's fields at runtime, you want to make use of ActionList parameters - see ActionList parameters for an overview.
The Camera: Switch Action's "New camera" field can be overridden with …
You can create an Active Input that runs an ActionList asset when the right-mouse button is pressed to return to first person.
* Create a new Input in Unity's Input Manager named "RightClick" and set its Positive Button to mouse1.
* In th…