You can teleport an object a Marker's X position through script:
using UnityEngine;using AC;public class MoveToMarkerX : MonoBehaviour{ public Marker marker; public void Move () { transform.position = new Vector3 (marker.transform.p…
A Global Variable GameObject can only record prefabs - retrieving its value will always get the original prefab, not a specific scene instance.
There's no need to use a Global Variable to store which Sound object to play from - just create an Audio…
To clarify your intent: are you looking to have the object move with the player's mouse position without the need to hold down a button, or simply present it to the player so that they can manipulate it in the normal way, i.e. with a button held?
I…
To play a sound by filename only - without manually linking each value variant to an asset file - you need to use Resources folders.
If you gave each asset file a prefix e.g. "Sound_" (i.e Sound_123, Sound_111) and then placed them in a R…
In addition to attaching the Remember Footstep Sounds component, the sounds themselves will also need to be configured to be saveable. This is either a case of making use of Addressables, or giving them unique filenames inside a Resources folder.
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Welcome to the community, @Liz.
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AC should now make the change automatically if it detects HDRP is in use - if you're using Unity 2019.3 or later, you shouldn't need to have to update the script manually now.
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The manner in which a H…
I'll give it some thought, thanks for the suggestion.
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Sorry, can you explain your meaning here? Is this change solely about determining if the current scene is the first-loaded?
For the benefit of anyone else looking to use the script in a 2D game:
using UnityEngine;using AC;public class RepositionHotspotMarker : MonoBehaviour{ private void OnEnable () { EventManager.OnHotspotInteract += OnInteract; } private void On…
Updating a material Vector1 property is a case of calling its SetFloat function - see Unity's docs on this here.
A tutorial on writing custom Actions can be found here. A custom Action could be used to update a material property, but I'm assuming y…
Dynamically-positioning the Walk-to Marker is the best way to go about it, yes. Though, it is worth mentioning that if you had a Trigger instead of a Hotspot, the Player would move to the click point as normal.
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The issue here is that the p…
Copy your Subtitles menu into the Demo_MenuManager asset file and lock/delete the demo's original Subtitles menu. Then run the Demo game's Managers + Scene - does the issue still occur then?
If so, PM me a .unitypackage of the modified Demo_MenuMa…
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As some general advice: both will achieve the same if you're calling a public function with no parameters. "Object: Call event", however, must retain its connection to the linked object at all times - i.e. either both the Action a…
Welcome to the community, @PhilFTW.
Certainly, games that involve exploring, talking to NPCs, collecting items and playing animations are what AC is designed for.
You can find tutorials that cover these aspects over on the Tutorials page.
Is your…
Is the Subtitle menu rendered using Unity UI? Please see my question above about any UI menus appearing in the Hierarchy at the time of the pause.
If so, it may be to do with the spawning of the menu. How complex is it in terms of resources (grap…