Try this, which should use the original as a fail-safe:
if (_character == null){ if (_character == null) _character = playerData as Char; if (_character == null) { GameObject characterObject = playerData as GameObject; …
Container items aren't intended to be interacted with in the same way - but I can see how this would be desirable
The exact behaviour of inventory clicking will depend on the element's properties, as well as your Settings Manager's Interface and In…
I can certainly give some thought to allowing "String" type inventory properties to support multi-line editing.
Though, if your descriptions include various stats, e.g. Weight, Cost etc, it may be better to create properties for each stat…
Thanks for the details.
Could you describe the way you've set up your track? Are you re-binding it at runtime, etc? It's not an issue I've encountered myself, though I expect there'd be no issue with combining both assign methods.
Recreated, thanks for the details.
Indeed, "On Container" menus will close the active container when turned off. This should be the case, but the items should remain for the duration of the transition - I'll address this in the next upda…
There is a detachment between parameters and the way in which they're used within Actions. Each parameter variable is unique, with its own set of label values - so creating a PopUp parameter would also have to involve re-defining its labels, and ma…
The default is space because Unity's Input manager has a "Jump" input mapped to this button. Remove the Jump input to prevent the space key causing this.
To have the Player react to double-clicks, attach this to your Player object:
usin…
To be clear: you're saying that this only occurs when editing a specific scene, and that others have no such issue?
Actually, I may have mispoke about the fix version. Try the latest release, v1.72.4.
No apologies necessary - the way you've set things up all looks good.
Using variable tokens inside the formula should work - though try inserting the values directly into the box, just to test, i.e. "0 + 0.5".
The key thing I'm seeing is…
That should be addressed since v1.72.2.
Track data is stored in the Settings Manager - what scene is open shouldn't be a factor. You're saving the project before quitting?
Shouldn't be an issue - I've just tested two Floats of values 0 and 0.5, and it added them up OK.
What are your AC and Unity versions, what platform are you working with? If you can share screenshots to show exactly how your variables are set up a…
I was referring to the Animator Controller window - not the Inspector. What animations is the character actually able to play?
Though, your Player Inspector has "run" and "talk" animation state names - so they'll be expecting a…
As expected, and intended.
Deleting data from your Inventory Manager won't affect Actions that reference it, so it's right that Actions that previously relied on it should warn you about this.
Thanks, this was enough to recreate it.
It's a bug related to the necessity of AC to manually detect UI clicks when drag-and-dropping, while the UI itself is still reacting simultaneously.
I'll see this addressed in the next update - though I'll P…
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You'll get a warning about it, but it shouldn't block anything. If the animations are set up and relying on the above script, and those animations rely on root motion, you may get it working.
AC input checks can be overidden through the use of delegates - see the Manual's "Remapping inputs" chapter.
As an example, you can reroute input checks for a button named "QTE_AxisMash" to an axis named "Horizontal":
…