Welcome to the community, @Nalyd.
Your question doesn't involve AC specifically, but AC will be able to make use of models and graphics that Unity can import.
I expect you'll be able to get more thorough advice on the official Unity forums, but I …
If you're looking to select items when clicked in the ingame inventory menu, you don't need to supply a dedicated ActionList for it. Set the InventoryBox element's Inventory box type property to Custom Script, and then use a script to force the sel…
Ah, quite right.
In that case, using a dummy character may be the better way after all. How it works exactly would depend on the original character's animation engine, but it's probably easiest to rely on Sprites Unity Complex. That way, you can …
To be clear, then: is the issue that the item icons should use the "cursor textures" instead of their regular ones?
From the one cursor image I can see, it looks like the cursor image is just the regular image with a circle around it. If…
Is the main menu your game's first scene?
AC itself doesn't take much to "load" - slowdown associated with it is normally to do with assets your AC game makes use of.
When loading an AC scene, assets assigned in Managers are also loaded …
Glad to hear of your progress, thanks for the update.
As for sharing the information: indeed, it's a difficult one. Nintendo are strict about code-sharing being limited to those with developer accounts.
On the AC side: I'd need to know more about…
As Unity allows you to get/set a SpriteRenderer's sprite property through script, you wouldn't need a duplicate character - just a separate SpriteRenderer in the scene to act as the mirror, set to update it's own Sprite/Position based on that of the…
Can you elaborate on what the difference would be with an "ingame" inventory vs a regular one? Any screenshots or mockup images you can share to explain the issue will help clarify the situation.
What are your Interface settings set to, …
Thanks for the bug report.
Open up Document.cs, and replace line 107:
if (pages != null && pageIndex < pages.Count && pageIndex > 0)
with:
if (pages != null && pageIndex < pages.Count && pageIndex >= 0…
"Changing the resolution" as in resizing the Game window?
In your v1.70.1 project, create a new C# file named CameraTest and paste in the following:
using UnityEngine;public class CameraTest : MonoBehaviour{ [ContextMenu("Recalc …
Once the above option is checked, another option named Subtitles during gameplay can also be skipped? is then made available.
Alternatively, you can set your other UI Menu's Appear type to Except When Paused.
It's also possible to set to Manual, t…
You can hook into the OnInventoryDeselect custom event to record which item was last de-selected, but the default Pause menu de-selects the item via its "ActionList when turn on" asset assigned in the Menu Manager. Unassigning this asset …
The player's jumping direction may factor in the facing direction of the camera, but that would be for Opsive to confirm.
Could it be that jump direction is being influenced by AC's MainCamera, rather than the UCC camera?
At what moment does the animation repeat? Is the animation asset file itself set to loop?
As it's a visual issue, can you share any media to illustrate the problem?
(Quote)
If there is somehow a link with Hotspot clicking, it'll be indirect - Spr…
You can force subtitles to remain active until the user clicks by checking Display subtitles forever until user skips it? in the Speech Manager. Further options related to input appear when this option is checked.
Use Unity UI to render your Menus, as it allows you to use Unity's Canvas Scaler component, which resizes your menu dynamically according to screen size.