I'm not totally clear on how you're handling the interactivity aspect, but on the topic of how things appear: the way I would recommend things be handled would be to rely on animation.
Rather than having each possible item of clothing be a separate…
Welcome to the community, @Tentacles_of_Mist.
So far as your ActionList(s) are concerned, it would be less a case of pausing your dialogue, and more breaking it into two chunks - one before, and one after, the input prompt.
A tutorial on creating …
Needs vary between projects, but I was talking more about the case when a custom component itself needs to be in the scene file - e.g. to reference other scene objects in its Inspector.
If you're just needing to record references to components atta…
Totally fine. Having a local Player can have an affect on scene load times, if they have a lot of assets/data associated with them, but there are times when it's necessary if they depend on custom scripts / third-party assets.
Can you share more on how you're managing / switching your scenes without AC? Is this "third scene", the first AC scene that is loaded, and how are you loading it?
Asynchronous loading doesn't necessarily mean having sub-scenes, but it i…
Inactive Players will only spawn in the scene that they're recorded as being in. The default stating scene index of all non-default Players is 0. If you haven't configured this to be otherwise, this is where they'll start the game from.
You can s…
If you hook a custom script into the OnHotspotInteract event, it should be possible without the need to modify the source. Since this event is called at the time the Player clicks on the Hotspot, you can modify the Hotspot before the Interaction Ac…
The standard way is to use a GameObject parameter that sets itself to the Hotspot when run.
Create a new GameObject parameter in the Interaction, and attach the Set Interaction Parameters component to the Hotspot, assigning the Hotspot to this Game…
Recreated. Different issue, but the same underlying cause.
The problem is that the Timeline initialises when it plays - and if its doing so via "Play On Awake", then it's doing so before the Player is present. This means that the Player…
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Certainly that's the "safest" way to do it, as it ensures that it's only run once AC is initialised. Though I can't recreate the original issue, I would still recommend relying on the Action as best practice.
Welcome to the community, @Orbytel.
Strange-sounding issue. If it comes back, let me know your AC/Unity versions, as well as the properties of the Menus involved.
Should work - the 3D Demo's Intro timeline can run on awake just fine. You should only see a difference if the Timeline Action involves any rebindings, or possibly if the clip runs on the first frame.
Using addressables? Is your Player in the sce…
In the event of a crash, the first step should always be to check Unity's log files. If you can hook up the Profiler while running a build, that may also reveal potential causes.
Are you still involving Rewired? Please see my questions and sugges…
Unity's Input Manager doesn't allow for automatic double-click registering, no - you have to detect it manually via script.
Try this:
using UnityEngine;using AC;public class DoubleClickSkipMovie : MonoBehaviour{ public string inputName = "…
Thanks for the update, @JaJitsu!
I've updated the wiki page's instructions based on your feedback - would you mind giving it a once over to confirm I got it right?
Your code excerpt shows the bug: AC is checking the presence of ItemB's unhandled ActionList before running ItemA's.
It should be that, in the event of an unhandled interaction, using ItemA on ItemB runs ItemA's unhandled ActionList.
Change:
if (…
You can use Unity's Deep Profile feature to see exactly what's causing it, but it mainly depends on what data there is to save, and how much.
The latest release, however, provides the option to save data in a separate thread - which should allow fo…
Welcome to the community, @Lrei.
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See the Manual's "Navigating menus directly" chapter for details on how to navigate menus using the keyboard.
The easiest way to do this is to check Pause when enabled? in the Menu's properties, s…
The saved sound levels should be applied when the game begins as Options data is loaded. The Console should report a message about this on startup.
Is the sound that plays on startup using the "Play On Awake" checkbox in the AudioSource …
The OnInitialiseScene scene event is triggered once data has been de-serialized from the save file, and the correct scene opened, but before any of the scene objects are affected. This includes the OnLoad Cutscene, which is considered to be part of…