And how/when is it run? Via a Trigger, or a Node cutscene?
Is the cutscene played in the background because the Action has "Wait until finish?" unchecked, or is the "When running" field specifically set to "Run In Backgrou…
That's not coming from AC - and not Unity by the looks of it.
The AC side of things is just providing a means to call the above line - you'll need to consult Unity's documentation on it for guidance:
https://docs.unity3d.com/ScriptReference/Applic…
Welcome to the community, @DedicatedGhost.
You can determine whether or not you're in a cutscene at any time using:
AC.KickStarter.stateHandler.IsInCutscene ();
And if the game is paused with:
AC.KickStarter.stateHandler.IsPaused ();
See the fr…
Welcome to the community, @NelsonSB. Can you share your shots of your Settings Manager as well?
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As in, it awaits input from the player? How are you moving the player character during gameplay?
This ActionList should be set to block gamep…
The SAVE_IN_PLAYERPREFS define only deals with setting the default save method - it can be overridden through setting the SaveFileHandler property:
SaveSystem.SaveFileHandler = mySaveFileHandler;
The example scripts above make use of the variable-linking system, which allows for a two-way connection between a variable and another script - so that changing either side can affect the other.
If you're simply looking to update an Animator param…
When rendering fields in a custom Editor window, as Actions do, the behaviour of arrays has to be hard-coded. You need to expose a means of setting the size of the array.
As doing so will also clear all existing values, you also need to backup the…
Welcome to the community, @gblekkenhorst.
Indeed, it sounds like that was the problem - an Animation will override the values it affects each frame that is runs, including AC's Teleport/Transform Actions.
Aside from the security concern I mentioned above, files saved via WebGL are only available for that session - reloading a browser when using SaveFileHandler_SystemFile will cause saves to be lost.
Your post mentioned you were looking to update a variable based on an Animator parameter value - not the other way around. These are two separate operations - each direction has to be specifically defined.
This alternative script will do the oppos…
Thank you, this is enough. I've recreated the problem.
It's an issue with Paths that are set to Loop. If you set it to Forward, the Player will be able to move in both directions - only without looping.
I shall work on a fix for this as part of …
What "final step" is missing in the wiki page? Though, the script you link to syncs an Animator parameter to a Component variable - not a global one.
This equivalent script will link an Animator parameter to a global variable:
using Uni…