For your given AC Settings, you'd need axes named CursorHorizontal and CursorVertical, and a button named InteractionA to move - these are named as such in the Rewired Input Manager? And they're not defined also in Unity's Input Manager?
So long a…
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My mistake - I've corrected it below.
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In your Inventory Manager's Properties tab, create a new String Property named Description. You can then enter in a Description for each item back in the Items tab.
To display this text as spe…
Attach a Sound component to the Footstep Sounds, set its Sound type to SFX, and assign it in the Sound to play from field.
For the Video, attach another Sound component, and set its type to Music. Then set the Video Player's Audio Output Mode to A…
None of the errors in your screenshot mention AC. ForcedReset and SimpleActivatorMenu are both inside the StandardAssets subfolder.
But v1.50f is not compatible with the latest Unity release - you need to use the latest version in order to import …
What are your AC and Unity versions? The inventory system was overhauled in v1.72.0, so I'll need to know if this is with the old or new system.
The behaviour you're getting will be down to many settings spread across your Managers. The best way …
Welcome to the community, @eraser2822.
Most Actions are able to use AC's Constant ID system to link prefabs with their scene-based counterparts, by recording the Constant ID value of the assigned objects, and then searching for that value at runtim…
A local Player in your scene is treated separately to the "default" one that is spawned into scenes that have no local Player. Any data associated with one is independent of the other.
To have such changes be applied to your default Play…
It would depend on what methods you're using to play both back. Can you share screenshots of the relevant Inspectors / Actions for your video clip and footstep sounds?
Both ambience and music storage rely on the same codebase, and it's always worked on my end and others, even if the flag should be there.
Regardless, I'll see this change added officially in the next release - thanks for the bug report.
Thanks for the details.
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That's the clue we needed. Each Journal page has an ID number, and it's this number that is used to work out if a particular page has been added or not.
The two Actions in your first and second screenshots both sho…
I was assuming you were using Left Mirrors Right, since you say your custom animations are all right-facing.
What of your standard animations, i.e. idle, walk, and talk? What's important to bear in mind when using frame-flipping is that all animat…
Which way is the frame-flipping set?
Your Hierarchy has more objects than necessary if you rely on frame-flipping, since NathanWalk_R can be used for both left and right animations - no need for NathanWalk_L.
Check your Animator's parameter values…
Welcome to the community, @naram. You're referring to this tutorial?
I'm not quite clear on the issue - are you looking to have pages appear in the same order in the journal, regardless of the order in which their associated Hotspot were clicked?
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Though I do recommend using Unity UI for your Menus, an alternative for the OnMenuTurnOn event above - for AC-based Menus - would be:
private void OnMenuTurnOn (Menu menu, bool isInstant){ foreach (MenuElement element in menu.elements) { …
If Wait until finish? is checked, you can skip the Timeline by skipping the ActionList that's calling it, which can be done by invoking the "EndCutscene" input.
Perhaps my phrasing could have been more clear. A RememberHotspot component will set the object's layer to either Default ("On") or Ignore Raycast ("Off") depending on the Hotspot state on start Inspector value.
If you need the…