The Cursor system is enabled by default - that the Main cursor texture is not shown doesn't disable the system itself, since it can still be used for e.g. inventory items.
If you're looking to change e.g. the Cursor Manager's Display cursor setting…
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Probably just a case of setting the animation's interpolation to Linear, which you can do by selecting its keyframes in the Animation window and right-clicking.
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If you can prepare a .unitypackage file that includes the Managers, prefabs and scene assets necessary to reproduce the error, PM it to me and I'll take a look.
On it's own, AC isn't strictly intended for stealth games, but rudimentary mechanics can be implemented by using Triggers with Variables. A guard's "line of sight" can be set with a Trigger, with the Player entering it counting as being s…
So, this would be going on during gameplay, as opposed to just during a cutscene?
If so, it's best to tackle them separately. The scrolling background can be handled by animation - no need to involve AC specifically.
Parent one of the background …
If the text is to be used for speech lines, it's best to create those lines as regular Speech Actions - so that they get probably gathered by the Speech Manager as speech text, with all the added features that come with it, e.g. voice audio possibil…
Built-in, no. Parameters aren't designed to hold any specific value, which they would need to be in order to be translatable.
You're not limited to storing translateable text in variables, however. See the Manual's "Custom translatables"…
Welcome to the community, @cparker101.
The general behaviour is for a Player to move while the background remains constant.
If you wanted the Player to remain in the same position on-screen as they move, the easiest approach would be to have the G…
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Menus are not intended to be nested. If you want to create the appearance of sub-menus, store all your elements within a single Menu and use Animation to change which group of them are shown at once.
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The custom Action / various speech menus may be a red herring, then. The real source is most likely the element being hidden.
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The script un-hides the element as the Speech begins - i.e. just before the Menu turns on to display it. …
The script in that thread was related to something else - not the flickering issue mentioned as part of that.
I shall PM you a potential fix. If that doesn't work, I'm probably going to need your assets to see the issue for myself. See my last po…
As for the item combining: it may be a bit more involved than this, but the following script should cause 'c' keypresses to select/deselect items while the Inventory menu is open - provided that it's an AC menu, and not Unity UI:
using UnityEngine;…
Welcome to the community, @Fhuma.
What are your AC/Unity versions, and is the Menu that displays the portrait graphic using AC or Unity UI for its rendering (i.e. its Source property)?
This looks like it may be related to the flickering issue disc…
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The script in that thread is a custom Action that allows you to unlock a specific Speech menu, while locking others, when your speech is played.
How have you modified this Action, how/when are you using it, and are you mixing it in with reg…
Try this single line of code instead of the two lines Rairun suggested:
AC.GlobalVariables.SetBooleanValue(2, true);
Aside from the custom script, this is still otherwise an AC scene, with all of its systems enabled?
It does sound like there's so…
Yes - individual interaction states are saved as well.
For full details on what each Remember component saves, see the Manual's "Saving scene objects" chapter.
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Shouldn't be - that specific issue was addressed in v1.73.1.
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That is, disabled in the Hierarchy?
It sounds like there's a conflict with your Constant IDs, though these should be relegated to just within each menu.
How many "U…
For a custom script to be persistent, you have a few options:
* As you say, call DontDestroyOnLoad and place it in your first scene
* Attach it to your AdventureCreator/Resources/PersistentEngine prefab, so that it automatically survives scene chan…
It's very similar to the "ThirdPersonAnimatorController" asset that comes with Unity's Standard Assets package. Have a look there - it should be chiefly the same.