This has been the case for a while, now - do you recall how long ago the earlier ones were created?
When objects are created from the Scene Manager, they're now automatically detached from their original AC prefabs. Previously, it was all a bit to…
You would need a separate Action for each Hotspot you wish to change - or rely on parameters to alter which Hotspot is affected by the Action.
But if you're just trying to change the verb display when hovering over a Hotspot, you don't need to rena…
The pause issue is still occuring, I take it?
I still don't have enough to go on. Please consider my request above about preparing a package that I can use to test with.
Works for me. Here's a more cleanly-formatted script:
using UnityEngine;using System.Collections;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class LinkFollow : Action …
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There's two ways you can go about it.
If you open up NavMeshAgentIntegration.cs, and comment out the following code block"
if (useACForSpeedValues){ navMeshAgent.speed = (_char.isRunning) ? (_char.runSpeedScale) : _char.walkSpeedSc…
It's likely due to an oversensitivity of the event checking.
The script works by evaluating Event.current, and adapting the input method to suit.
What you'll want to do is limit the types of events that can cause a change. Try this:
using AC;usi…
Welcome to the community, @bach.
The drag-and-drop setting is dependent on other settings, as it is not compatible with certain combinations.
The reason it's not showing for your settings in particular is because Include last-selected Inventory it…
This is for a 2D game?
If two 2D colliders occupy the same space, then their relative Z-positions should be the deciding factor - with the one closer to the camera "winning" in mouse-over raycasts.
Though, it's safest to just avoid overl…
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You can "shift" multi-slot elements through script - just call its Shift function:
MenuElement elementToShift = PlayerMenus.GetElementWithName ("MyMenu", "MyInventoryBox");elementToShift.Shift (AC_ShiftInventor…
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I would argue that UCC becomes less necessary once you start relying on AC for in-game motion control, since UCC is itself a motion-control asset. I shall investigate point-and-click motion, however.
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Triggers can only detect Rigidb…
Are you using AC or Unity UI for menu rendering, and what are your AC/Unity version numbers?
Is the animation you're talking about part of the menu? If so, you may yet be able to pause the game and have animations play by changing the Animator's &…
The script just has to be present in the scene - it can be attached to your PeristentEngine prefab to have it be present everywhere automatically.
It will, however, be called after the scene's OnLoad cutscene. It should only cause issue, though, i…
The original Software issue is most likely by design on Unity's / WebGL's part.
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I can't reproduce such behaviour.
You mention testing with/without the Unity UI cursor script. Let's stick to without for the moment, as that script is not an…
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The only issue I can see is the need to change:
urlToFollow = sVar.textVal;
with:
urlToFollow = sVar.TextValue;
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You can define and expose a VariableLocation enum variable to let the user choose between Global and Local, and then …
* I will introduce the ability to override mixer groups per-ambience/music track, in that case.
* The "New clip" field takes a Unity Object parameter - not a GameObject. If you're encountering an issue with this, share some screenshots an…
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It should be. Try removing the following line from the script:
if (KickStarter.settingsManager.inputMethod != inputMethod)
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As intended - it sets default values based on the value in the Inspector, but you can prevent this by remov…
Yes, it's coming from the fact that the Player is moving at the time of the save.
Should this be the case? What is the Player doing at the time you make such a save, and do you rely on a Menu or Action for game-saving?
One way you can ensure the …
What are your AC/Unity versions?
The only time AC will call SetCursorSystem itself is when disabling the cursor via the Engine: Manage systems Action.
Though, this function merely disables AC's control over the cursor - not the rendering of the sy…