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ChrisIceBox

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ChrisIceBox
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  • I don't have enough information to diagnose the problem. Is this after re-enabling the Menu system? Try using the Object: Animate Action in the way I described - have it affect the prefab, and it should affect the runtime instance provided it has …
  • (Quote) Temporarily undo this, while we diagnose the issue - we'll need to be sure it's not conflicting. (Quote) Are you getting any messages in the Console related to the Menu? Keep your Animator window open at runtime - what exactly gets run, an…
  • Your "Generic_IntroUI_Fade" ActionList has you enabling the Menu system. Does this mean it's previously disabled - at the time you want to be controlling the Menu? That may interfere with its behaviour. Are you getting any messages in t…
  • You will need to make sure that your Jump animation can transition back to your Idle animation once the Player is back on the ground. To do this, create a new Bool parameter named "IsGrounded" in your Animator, and enter the same name int…
  • Apologies - that was missing from the script. I've amended the above - try it again.
  • Welcome to the community, @roy97. Are these only occuring in a single scene? Both errors suggest that some of AC's necessary components are missing from both the GameEngine object in your scene, and the PersistentEngine prefab inside AC's Resource…
  • @Rekize I'll need more specific steps to recreate, particularly 2). Please share full details in a new thread. Are you using custom Actions? If so, the Actions API was updated - see this page for details. Otherwise, it may be best to PM me files…
  • If I'm following you: if you open the inventory, and you happen to be near a Hotspot at the time, then using an item causes the menu to close, and the Hotspot/Inventory interaction automatically run? That should be possible with a simple script: u…
  • SetFloat refers to Float parameters - it's nothing to do with Triggers. There was, however, a typo. The following line: if (string.IsNullOrEmpty (jumpTrigger)) should instead read: if (!string.IsNullOrEmpty (jumpTrigger)) Make sure that your C…
  • The Trigger name can have any name you choose. It just needs to match the text you enter into the CCJump Inspector's new "Jump Trigger" field. If you create a Trigger named jumpTrigger, enter that into the Inspector as well.
  • Welcome to the community, @Kokakee. I've updated the wiki script to allow for animation. Separate from the Player's "Jump bool", this is a Trigger that will be set at the same time the Player jumps using the script. Update your script f…
  • Thanks for the clarification. It seems you're after the default way of interacting items in Context Sensitive mode - the same interface as used by the 3D Demo. You select an item, and then - while selected - interacting with either a Hotspot or an…
  • Both should be viable approaches, but it's worth trying.
  • Welcome to the community, @Dunnbar. It's certainly not unheard of - this game, for example, is of an FMV-style. AC's Engine: Play movie clip Action can be used to control playback of any video asset that Unity supports via its own Video Player com…
  • (Quote) I'm not quite clear of your intent. Do you want a single press of InteractionA to automatically cause an item held by the Player to be used by the Hotspot? If so, you can have your Hotspot's "Use" interaction ActionList check if …
  • The code does indeed look correct. How and when are you running the ActionList? Are you setting the variable's value by any other means? Make sure that you have Show realtime values? checked in the Variables Manager - is the variable updating in …
  • For future reference: a list of animations expected for the character, based on their settings, can be found at the bottom of their Inspector. AC will also report warnings in the Console if an expected animation cannot be found at runtime.
  • You still need a way of triggering the ActionList. For now, keep things as they were - with an Active Input triggering it. You just need to precede the Actions you have with a Menu: Check state Action to check if your Menu is currently open, and p…
  • Which variable in your custom Action specifically isn't being set correctly? The "parameter" string? Temporarily replace your ShowGUI's PopUp call to a simple TextField, i.e.: parameter = EditorGUILayout.TextField ("Parameter:"…
  • If you're using an Active Input to run an ActionList, you don't need to reference that list outside of the Active Inputs Window - you can remove the ActionList component attached to your Player. Also, the "Input button" field should refer…
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