If you're relying on custom code, please share so that I can see exactly when it is being run.
Does the issue occur if you disable this call, and assign the ActionList via the OnStart Cutscene?
Your hunch is correct. While a character's Motion control field is set to Automatic, AC will be controlling their rotation at all times.
Call the character's SetRotation function to update the internal record of this rotation so that it gets appli…
Welcome to the community, @I_Trevelyan_I, and thanks for the feedback!
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You may want to tweak it further for your needs, but check out the First Person prefab over on the Downloads page to start quickly with a ready-made Player character.
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At the top of the Menu Manager, check Directly-navigate Menus when paused to cause any pausing menus to be navigated via Horizontal/Vertical inputs instead of the cursor.
See the Manual's "Navigating menus directly" chapter for mo…
What are your AC/Unity versions, and by "startup", are you referring to an OnStart Cutscene, or simply the scene starting?
A Sound object should be played via the Sound: Play Action, rather than it's AudioSource component's Play On Awake …
Welcome to the community, @juanmaguerrero.
I'm afraid your third screenshot link is a duplicate of the first - can you re-share your OnLoad cutscene image?
The "Can not play a disabled audio source" message will play if an attempt is mad…
You can't directly replace Unity's input handlers, just avoid calling them.
The wiki script's Custom_GetButtonDown override's AC's own InputGetButtonDown function, which AC will call as an alternative to Unity's Input.GetButtonDown when checking fo…
It sounds like you'll need to extend the amount by which the camera can scroll.
When using a GameCamera2D to scroll, you can assign a "Background constraint" to limit it's movement by. This is typically set to your scene's background spr…
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The location is unimportant - only the name.
You should be getting a red error in the Console if the addressable is requested but not found - is this the case?
It looks like you're using a custom filename for your addressable key - given t…
Is this for a 2D or a 3D game?
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No - though if you have an Animator component attached, make sure that "Apply Root Motion" is unchecked.
If you can, please try my suggestion of trying it without the new Input System - so that we c…
Welcome to the community, @Explot.
Currently, the export wizard's "Audio File Presence" column type does not work for Addressables, as in the past it has not been possible to detect if a given Addressable key exists without loading it. I…
The only difference that the Turning type option should make will be when using the Horizontal input axis.
When set to Relative To Camera, this input should cause the character to strafe left and right.
When set to Tank Controls, this input should…
Is this for an AC menu, or Unity UI?
When directly-navigating an AC menu, selecting an element will lock scrolling until the input magnitude goes below a threshold of 0.05.
I can look into making this configurable, but you can alter this value man…
Welcome to the community, @anmardina.
If you want your backgrounds to be fully displayed at 1280x720, but still have menus to the side, widening the window is the right approach. You may want to enforce an aspect ratio in the Settings Manager, tho…
Any ActionList can be run by calling its Interact function, i.e.:
public AC.Cutscene myCutscene;// ...myCutscene.Interact ();
How/when you run it will depend on your exact need, though.
As an opening caveat, I should mention that AC itself is intended for traditional adventure games - not RPGs. For a traditional RPG equipment window, custom scripting will need to be involved.
I would say this is best handled using Containers. A …