Was the new Player that this ActionList switches to in the same scene as the original?
The Action looks fine - though there's no need for a second one. Again, if you want to affect a specific Player character, check Is Player? and then change the …
When movement is disabled, a Player will still respond to Character: Face direction and Character: Face object Actions, as well as the Turn To Face / Face after moving? options in Hotspot Interactions.
If you place down Hotspots on the various plac…
(Quote)
That as intended. Invoking this input should always run the default interaction.
(Quote)
That would be my suggestion, and again this works for me. Setting to "mouse 1" leaves regular behaviour for the left mouse, and right mouse…
So long as your two different Player prefabs aren't in the scene at the same time, you can still parent the lift via Constant ID reference.
Add the empty GameObject that was on your scene-based Player to both of your Player prefabs, and attach a Co…
Welcome to the community, @Max.
The playback of animation in an AC game is still handled by Unity - whether you're relying on an Animator component, or a Video Player, to handle animation playback.
There's no restriction so far as how you set up y…
(Quote)
You should be able to - DefaultInteraction takes precedence over regular clicks.
I can't see any issue with the same settings and mappings in the included 2D demo scene variant - try opening that up and clicking on the tyre swing. For me, …
All cameras need a target to guide them how to move. A target is particularly necessary for the third-person camera because it describes what point in the scene it should pivot around.
What challenge are you specifically having? Do know that the …
Do you have Allow regular gameplay during Conversations? checked in the Settings Manager? If so, does it behave if you temporarily uncheck it?
If so, you may need to force direct-control over gameplay menus using the Engine: Manage systems Action …
(Quote)
Yes, exactly - option 2 would be the more robust solution because of this.
A note on the DetectHotspots script - this works on the assumption that all Hotspots are the detected by the same distance from the Player, since they must enter the…
You don't need to rename the menu to match the script - you can rename the component Inspector's "Menu Name" field to match the menu. MyConversation is just the default value.
Let's see the properties of the Menu itself. Be sure to set …
Make a prefab of the NPC, and assign it - not the scene instance.
Make sure that the prefab has a Constant ID component with Retain in prefab? set, so that its shared by the scene instance - then the Timeline will be able to "find" the NP…
AC.Char is a class - not a reference to the class instance, i.e. the character themselves.
The Player character can be accessed with:
AC.KickStarter.player
So the equivalent would be:
AC.KickStarter.player.SetRotation (maxRotationY);
View your EventSystem's Inspector at runtime. At the bottom, it should list the currently-selected GameObject. What happens when the dialogue options become unselected?
Does this issue occur if you have the Menu pause the game, and check Directly…
Thanks for the details. Though, I'm still not able to reproduce the issue.
Can you prepare a test scene that I can use to see for myself? I would need a .unitypackage file of your Managers, Player prefab, PickUp prefab, and test scene (just the P…
For a Hotspot to be considered "on", it must be placed on the layer defined in the Settings Manager's Hotspot layer field. By default, this is set to "Default" - hence the behaviour you're getting.
There's a couple of ways you …
15 must be difficult to manage!
While I recommend the Unity UI Animator method, if you're relying on an AC menu, then you can also change the graphic through script:
Texture2D myNewTexture;MenuGraphic myGraphic = PlayerMenus.GetElementWithName (&q…
That's just how C# works. When storing the AC variable value in "MGActive", you're effectively making a copy - and modifying that copy won't update the original recursively.
There is no "GlobalVariable" class in AC - it needs an 's' on the end. Was there a typo in the docs somewhere?
See the Manual's "Variable scripting" chapter for a guide to reading and writing to variables. The main issue with …
As in, move the camera once the cursor reaches the screen edge?
It's not a behaviour provided by any of AC's built-in cameras, but it's fairly simple to incorporate custom camera scripts into AC.
See the Manual's "Custom cameras" chapter…