See the Manual's "Save scripting" chapter. The active language can be read with:
AC.Options.GetLanguage ();
Alternatively, you can use the Custom: Check Language Action.
Welcome to the community, @BiZark.
Your script doesn't mention AC, but with that method I would expect you'd want to control a Boolean animator parameter, rather than a Trigger, since a Trigger can only fire once. You can have this Bool value togg…
Make sure the Action blocks gameplay. Check Wait until finish? in the Action.
If no difference, have you tried it in the 3D Demo scene + Managers assigned?
Give it a go there - it works in that situation for me just fine, and it's important to bo…
Do the pages take up the whole visible area of the screen? If so, it might be worth looking into having it be part of a more typical 2D scene and scroll the camera instead.
What interaction mode specifically are you looking to make use of?
Here's…
What are your AC and Unity versions, and what is the exact behaviour you're experiencing?
There shouldn't be a conflict between these two systems - the 3D Demo's Tin Pot will react to such an Action if you attach a Moveable component to his base, p…
You can't teleport a GameCamera directly - it's position is controlled internally, so there'll be a conflict if you try to move it externally.
Instead, parent the camera to an empty GameObject, and teleport the parent.
Welcome to the community, @Cathardigan.
The setup looks fine - but I notice that you have Apply Root Motion checked in your Animator, which may be the problem.
When this is checked, AC expects that the character's movement animations will physical…
As in, those that present a list of choices to the player?
Sounds very much like what AC offers in the form of Conversations - nothing springs to mind so far as needing things to be in a UI go.
Bear in mind that you can always prefab your interact…
If you rely on a PopUp instead of an Integer, so that its possible values are fixed, you can use the Variable: Pop-up switch Action to cater for all possible values inside a single Action.
Otherwise, you could duplicate it and modify it in a custom…
You could potentially do it through script, since if you set your Hotspot detection method to Custom Script, you can use the following to make a Hotspot active:
AC.KickStarter.playerInteraction.SetActiveHotspot (myHotspot);
But to simply make some…
Is this in a Unity UI-based Menus?
If so, sounds like the Button is disabled, since the default colour tint it applies in that situation is slightly grey. You can change this tint - and transparency level - in the Button component.
For TextMeshPro to have an effect on your UI, you need to have your Menus rely on Unity UI. This is a case of setting a Menu's Source property to Unity Ui Prefab.
You'd then need to supply a Unity UI prefab and link each Menu Element to an appropr…
In the same script I mentioned above, replace:
duration = EditorGUILayout.Slider ("Duration (s):", duration, 0f, 10f);
with:
duration = EditorGUILayout.FloatField ("Duration (s):", duration);
You can then enter "Infinity…
If you're happy with how things are, feel free to leave it as-is. But the issue looks to me like it's just a case of tweaking the NavMesh so that you can't get so close to the corner of the car. It's similar to the tyre-swing in the 2D Demo.
Welcome to the community, @defauly.
No need for anything so complex - you can use the "Engine: End game" Action, setting the "Method" value to "Restart Game".
If you're talking about each Unity project, then yes - you can use separate versions of AC. What version is in one project won't affect what version is in another, though you can only import the latest release from the Asset Store.