The Camera: Switch Action has a transition time field - what's the issue when setting a non-zero value?
If need be, you can amend the new camera's initial rotation before switching to it - the wiki script comes with a "Snap Forward On Transiti…
With the custom needs and security implications involved in accessing a system's other .exe files, I feel that would be best left to a custom script. Certainly an AC menu could be populated with such data once attained by such means, however.
So long as the two instances represent separate items, the unhandled should run.
Is your unhandled interaction assigned as a per-item property, or for all items at the top?
You can try placing Debug.Log statements in the InvInstance script's Combi…
For the Player to be constrained on a Path, they must first be on the Path - so the teleporting is necessary.
Currently, constrained Path movement is only possible in the forward direction. I shall attempt to allow for backward movement as well, h…
So the animation is on the Player?
IIRC, an animation event can only be used to trigger messages on the same object as the Animator, so you'll need to write a custom script that the event can call - and then use that to update the object you want t…
If you do without the Optional Mouse Input Module, you'll need a new way to directly-navigate Unity UI menus.
You can try using the Menu: Select Action to force the selection of an element, but without AC's Event System menu selection is no longer …
Yes - the Package Manager does have some unfortunate issues when it comes to grabbing the latest asset release. See Kai's suggested in this thread for a potential workaround.
The AC version you're using, however, shouldn't affect the original issu…
Sticking with just the menu for the moment: what is the exact behaviour you have right now? In very basic terms - i.e. are you able to move the AC simulated cursor, does it highlight elements when over, etc?
Unity UI does add another layer of comp…
* If you're using a third-party motion controller to move your Player, you should keep your Player's Motion control set to Manual the whole time.
* AC doesn't strictly require you to have a Rigidbody and Collider on the root - particularly if you us…
The Dialogue: Stop speech Action can be used to force-off all dialogue, but I would like to recreate the issue.
Which character is speaking the dialogue in question, and does the player-switching result in a scene change?
AC will assume control over a character at all times if their Motion control field is set to Automatic.
When set to Manual, however, it will delegate motion control to a custom script.
If you need to set this dynamically, i.e. at the time the char…
Not with GameCamera First Person, no.
You could try a Third Person camera with a very low distance value, but otherwise a custom camera type would be necessary.
To integrate a custom camera type with AC, just attach AC's Basic Camera component and…