Are you referring to the actual animations being played, or the physical motion of the character - i.e. their transform position?
Are you relying on Root Motion to sync up motion and animation together? This may well be more of a Unity issue, but …
The exact approach you take regarding addressables will vary with the needs of the project, but I should like to provide an add-on script as an example of one method.
It may, however, need some further tweaks to AC before this becomes possible. I …
The inactive camera moving is intended behaviour, so that any non-instant transition to it has the correct motion.
What is the underlying issue you're facing? Any screenshots of the issue / Actions involved will help understand the original proble…
(Quote)
You could rely on a custom script to enable/disable the Hotspots in bulk:
using UnityEngine;using AC;public class BulkSetHotspots : MonoBehaviour{ public Hotspot[] hotspots; public void EnableAll () { foreach (Hotspot hotspo…
Remove the Constant ID components - when using multiple Player characters, AC handles their save-states automatically.
The ID number of the Player is the number to the left of their entry in the Settings Manager - typically 0 for the first, 1 for t…
If the NPC is moving along a pre-defined Path, you can assign Cutscenes at each of the Path's nodes. These Cutscenes get run whenever a character moving along the Path reaches the node, so you can use this to run an e.g. Character: Animate Action b…
I was referring to a common pattern shared by lines that work vs those that don't.
What does a typical line that works look like, vs one that doesn't? That is, the raw line in a text editor - not the dialogue text.
Try making a new CSV file that …
It's not a custom Action - it's a component script that needs to be attached to the Hotspot itself.
See the " : MonoBehaviour" at the top - this means that the script derives from Unity's MonoBehaviour class, which is the base class for c…
If your addressables match the names used by AC (scenes can be referenced either by filename or path + filename), I don't see an issue. This is just a test, though - we can see about adding a parameter to the event to let you know the next intended…
If it's possible to determine when the scroll button is being pressed (e.g. "Input.GetMouseButton (3)" or similar), then it should be possible to account for that in an input override, i.e.:
using UnityEngine;using AC;public class ScrollB…
When building to mobile, you'll generally want to switch to the dedicated "Touch Screen" input method.
However, "InteractionA" itself may have different results depending on context. Instead, it's better to rely on a custom scr…
So long as the scene has been "downloaded" from the Addressable in advance, it should be visible to AC from then on. It's then a case of ensuring that the correct scene is present in advance of AC wanting to load it.
When are you looking…
To be clear: this is a mouse with extra buttons that simulate the scrollwheel? Or are you mapping them to Unity's input via script? Is there any way this behaviour can be recreated without such a device?
Let's try determining how Unity reacts to …
You can update an AC variable in the same way you would a regular script variable. To do something every frame, you'll want to make use of an Update function:
void Update (){ AC.GVar hungerVariable = AC.GlobalVariables.GetVariable ("Hunger…
Try applying a Physic Material asset with zero friction to the wall - this should help stop the Player sticking.
Alternatively, you can replace your Rigidbody + Capsule Collider combination with a Character Controller. To allow for jumping with a …
The OnSetPlayer custom event is triggered when you switch Player character - you can use this to determine if a given Hotspot should be turned on or off as a result:
using UnityEngine;using AC;public class PlayerSpecificHotspot : MonoBehaviour{ …
Version 1.73.7:
* Added: Ability to refer to scenes by name in save game files, as opposed to build index number
* Added: Ability to animate the Hotspot icon assigned in the Settings Manager
* Added: OnCharacterSetExpression event - called whenever…
I'm not sure how Unity processes a scrollwheel "click", but it sounds like it's overriding the left-click state.
Two things to try:
* Uncheck the Settings Manager's Mouse clicks have default functionality? option, and map an input named …
Custom Remember components are possible, too - see this tutorial.
Though, with the animation workflow, and use of the Remember Animator component, no scripting is necessary.