What are your AC and Unity versions?
To be clear: it's the IsTalking bool that's not updating, and not the animation that it causes a transition to?
Do your subtitles / voice audio begin at the correct time?
Does it occur when only a single speec…
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Do you have just one instance of each item present in your Inventory, do you get any relevant messages appearing in the Console, and can you share screenshots of the Item, the Variable, and the Action?
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You can't check them through A…
Welcome to the community, @mkudimov.
Is the teleport operation you're describing the one that's moving the Player to the new position, and is the character affected by any other Timeline tracks at the time?
Rather than using a signal, try setting …
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Does it appear correct if you uncheck Always fit within screen?? It may be that the assigned RectTransform boundary is not set up correctly.
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FlashHotspots is a recognised AC input - you can find it and other auto-recognised inputs …
What's the specific issue you're having? That the HotspotVisible menu is not showing? Its properties are correct - are you getting any warnings about it in the Console window at runtime?
When a Menu is linked to Unity UI via Unity Ui Prefab mode,…
Global?
If they're the exact same set, you can just duplicate the Variables Manager asset from one project and assign it in the other - no need to export/import the variables it contains.
Yes, should be. You'd need Can carry multiple? to be true, but if the Slot capacity property (maxCount) is 1, then you should be able to have multiple, unique, instances of the same item within the InvCollection, each with their own set of properti…
The per-Item size and offset values are linked with the Cursor texture. When the "active graphic" is used, it will refer to the "Inventory cursor size" and "Default click offset" values in the Cursor Manager.
For comp…
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Your Menu's Source is set to Unity Ui Prefab, which causes the rendering of the Menu to be handled by a UI Canvas prefab. This is assigned at the bottom of the Menu's properties. Your Menu has this assigned to "PauseUI", which is…
I'm not clear on your meaning. The option doesn't control the order of Objectives in the list, but the display of the clicked Objective in other elements.
Are you looking to re-order the listed Objectives?
If there's only a fixed number of potential values you'd set it to, you could extent your script with different public functions for each, i.e.:
public void SetTo24 (){ Application.targetFrameRate = 24;}
Then, attach to an empty GameObject, mak…
Inventory properties are saved/loaded at runtime - just not directly with InvInstance.invVars. The full data set is extracted as part of its GetSaveData function.
Your breakdown is a bit complicated for me to process, but I'd suggest starting smal…
It causes an Objective to be considered "selected" when the user clicks it. The selected Objective is then automatically shown in Label elements set to display "Selected Objective", avoiding the need to manually extract this dat…
Removing the EventSystem prefab will disable AC's Input System integration. With your Active Input Handling set to Both, you'll now be using the Input Manager for your input.
Mobile Joystick is currently only compatible with Input Manager, so you'…
It shouldn't cancel out the original ActionList - do both ActionLists affect the same object, i.e. the Player?
This alternatives adds a delay:
using UnityEngine;using AC;public class NPCDabResponse : MonoBehaviour{ public ActionListAsset dabRes…