Variables of type "GameObject" are now available in the latest release. In what way are you not able to set them?
I would recommend relying on a custom script to handle the positioning though - it should generally be a lot easier, in ter…
At what point in the Timeline does the Speech track begin? In the first frame, or is there a delay? If no delay, what is the result of adding one?
Speech tracks have a "Playback mode" option in their Inspector. Which is it currently se…
Welcome to the community, @MarcD365.
Where is the "TestNormal_Name" Hotspot located? If not a scene, how is it referenced?
Your first screenshot's "Scene filter" is set to "No scene", so only asset files will be list…
For 2D objects, you want OnTriggerEnter2D - not OnTriggerEnter.
The AC Trigger 2D logic type, listed in the Scene Manager, provides this functionality as well.
Welcome to the community, @Rob_Robberson.
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Yarn Spinner has its own way of parsing its text files in Unity - it seems like this would be best handled alongside AC, rather than having AC try to parse Yarn files itself.
I have written a page …
There shouldn't be anything preventing AC from running on W7, but a quick way to test would be to set your build's first scene to be a fresh Unity scene without AC.
If that works, try the same test but with a fresh AC scene.
Be sure to also check …
If you click Single 'Use' Interaction? in the Hotspot's Inspector, then the Hotspot will be treated as though you're using a single-click interface - so no Interaction menu will appear, and the first-defined Use interaction will be run automatically…
The data is still retained, and since the script hard-sets the interaction source to Asset File, repeated runs of the same interaction should still work.
You may well want to backup/restore the source value, though, depending on your needs.
The details on how the Switch's save system works are indeed protected behind NDAs, but having a Nintendo developer account should give you access to documentation and examples related to it.
Details on how AC's save system works can be found in th…
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Yes, the function returns a float - which can be passed to an Animator float paramater:
public Animator myAnimator;void Update (){ myAnimator.GetFloat ("TimeRemaining", AC.KickStarter.playerQTE.GetRemainingTimeFactor ());}
You…
For the purposes of hover sounds / cursor changes, AC detects the active element by reading Unity's EventSystem.currentSelectedGameObject property.
It sounds like this is being set despite the alpha threshold value - though whether this is a bug, o…
You'll get conflicts with such a set up - each character is attempting to move independently.
Do each of the butterflies speak, or any other behaviour? From what you've shared, it doesn't look like they need to be NPCs.
If they're NPCs so that yo…
If checked, PlayableDirector.Play is called. Otherwise, PlayableDirector.Resume.
It may be the case that the latter specifically requires a Timeline to have already been played, and then paused midway, for it to work - which can also be done with …
Are you looking to overlay the second camera on top of the MainCamera, or switch to it like a regular GameCamera?
The MainCamera won't copy the culling mask when it switches to a new camera, but you can enforce that manually by hooking into the OnC…
Give your Action a comment, and have it be displayed in the Console via the bottom of the Settings Manager. Does it appear before the message related to loading PlayerPrefs?
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AC can only detect changes made to AC variables - though AC variables can also be set through script.
You can either update your custom script to simply run the ActionList asset manually at the same time you change one of your script variab…
You shouldn't have to rely on variables for this - but AC menus can only listen for inputs explicitly defined in Unity's Input Manager.
To react to presses of Input.anyKey, you can make use of a custom script. If such an input is detected, you can…
Version 1.73.3:
* Added: Option for Direct-controlled Players to move backwards when constrained to a Path during gameplay
* Added: Option to bypass AC's default Layer and Input checks in Unity's Project Settings
* Fixed: Rare script error when usi…