My comments above were making the assumption that each door only has one other door it can lead to. If each door is linked to only one other - and the other only linked to the first - you can prefab both doors together so that you can assign all pa…
A separate script can set the cursor's default texture when the scene begins:
using AC;using UnityEngine;public class SetDefaultTexture : MonoBehaviour{ public Texture defaultTexture; private void Start () { KickStarter.cursorManage…
Yes, any input used by AC needs to be defined in Unity's Input Manager.
You can see a list of any inputs that can be used by your game (once added to the Input Manager), in the Settings Manager's "Available inputs" panel.
To map an input…
Once a scene-switch command has been triggered, it can't be paused. Any other commands, like camera-fading, need to be issued beforehand.
To optimise the process, you can have your Triggers reference a single ActionList asset that uses a parameter…
Welcome to the community, @JediyhIrony.
Make sure that your Player's Animator compoent's Apply Root Motion field is unchecked - your character won't move otherwise unless they have root-motion animations configured.
Regarding the error message: if…
I think I'm following, but I don't see a need to use a custom Action.
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Can you share screenshots of the configuration that isn't working? Bear in mind that you don't need an Interaction ActionList that references an asset - you can have the…
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The size fields listed in the Cursor Manager refer to the sizes when an icon is used as a cursor graphic - i.e. the mouse icon.
Interaction icons can be used either to change the cursor - or to be displayed in an Interaction menu. It's thi…
Attach the Moveable component to the paper, and place two Markers in the scene: one where the paper begins, and one where you want the paper to zoom to (this can be a child of the camera).
You can then use the Object: Transform Action as part of th…
Version 1.73.6:
* Changed: Rolled-back the v1.73.4 fix involving a Menu's isLockedState not turning off the Menu
* Fixed: StackOverflowException error when attempting to lock a Menu inside its OnMenuTurnOff event in v1.73.4
You can check Use loading screen? under the Settings Manager's "Scene loading" panel, and then specify which scene name/index to use. See the Manual's "Loading screens" chapter for details.
A tutorial on creating a "loadin…
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A tutorial that uses a key/door example can be found here. Though, as this is the 6th in a mini-series of tutorials on interactivity, I'd recommend starting from the 1st.
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This is the default Pause menu, listed in the Menu Manager. …
The Action and the PMTeleportTest both aim to achieve the same thing in different ways - they're not intended to be used together.
@Deckard_89 Was the wait Action still necessary after changing the Script Execution Order? If so, for how long a tim…
If you set your Settings Manager's Player switching field to Allow, you can assign multiple Player character prefabs that can be controlled one-at-a-time.
Switching the active Player character is a case of using the Player: Switch Action. If this …
An unfortunate copy/paste bug appeared in 1.73.4 - this minor update addresses it:
Version 1.73.5
* Added: Ability to override the "count" text displayed over the cursor when multiple instances of an Inventory Item is selected by subclas…
The end of the video shows an error occurs when re-entering the Citadel scene - what is the full message?
Both the OnStart cutscene and PlayerStart teleporting occur in AC's Start method - it may be that PuppetMaster hasn't finished initialising at…
You can have the cursor change to a custom icon when it's over a Hotspot by either supplying a texture in the Cursor Manager's "Hotspot cursor" panel, or by checking Change cursor based on Interaction? in the "Interaction icons" …
Welcome to the community, @Stefano.
If your game's "Input method" is set to "Keyboard Or Controller", then point-and-click games will make use of a simulated cursor that is controlled with inputs defined in Unity's Input Manager…