In what AC/Unity versions, and which were the last versions were you using before this occured? Is this occuring in builds as well, or only the Editor?
Try running the Profiler with "Deep Profile" enabled, and in "Hierarchy" vi…
Welcome to the community, @newrunegames.
Provided you've defined expressions in your Character's Inspector, you can use the [expression:Name] token in your speech to change their expression as they speak - see this tutorial.
However, this token on…
In that case, you can use a pair of Character: Animate Actions, using the Set Standard method, to change the character's Idle and Talk animation names to "sitting" alternatives that play instead of the regular ones during the sequence.
Fo…
Thanks for the clarification.
To select a specific element slot, you can use the Menu.Select function, or the Menu: Select Action. Typical usage of the function would be something like:
AC.PlayerMenus.GetMenuWithName ("MyMenu").Select (…
If the Button is linked to the Menu Manager via a DialogList element, it's display should be automatic.
It should become disabled automaically provided the When invisible property in the Menu Manager is set to Disable Object, which is the default v…
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No, but that's a great suggestion - I'll look into having this be automatic in the next release.
In the meantime, attaching the following script to your Conversation ought to do it:
using UnityEngine;using AC;public class AutoSetItemOption…
UCC requires that the Player be present in the scene file - you won't be able to rely on AC's Player-spawning feature.
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This will cause the message to be sent to the prefab asset file itself - not the "live" instance of the Player …
Unity cannot force-set the position of the mouse (i.e. system) cursor. However, if you rely on AC's simulated cursor, you can set the position through script using:
AC.KickStarter.playerInput.SetSimulatedCursorPosition (newPosition);
To use the s…
A large part of the answer depends on what "Animation engine" your character makes use of. Do they rely on Sprites Unity or Mecanim, i.e. are they 2D or 3D?
The Character: Animate Action is the correct one to use, but the animations pres…
Welcome to the community, @weblanzarote.
I see two instances of items not stacking - the potions being created, and a mushroom being removed from the crafting menu. Which one of these is the issue for you? Please be as clear as you can in describ…
I'm afraid I don't quite follow. Are you referring to the item itself (i.e. it's "Active graphic" texture), or the highlight effect of the slot it's displayed in? When would such an effect be shown?
Screens / mockups to illustrate would…
What type of camera, exactly? Is this a case of animating an AC GameCamera itself, or transitioning the MainCamera between two separate GameCameras?
If the Player's "Freeze Rigidbody" setting is having an effect, it does sound like a col…
You can configure the appearance of a disabled Button in Unity's Button component Inspector. If the "Transition" is set to "Color Swap", a Disabled color with zero alpha will have it be invisible at this time.