The currently-active camera is recorded in the MainCamera's attachedCamera variable. If your script is attached to the Camera you want it to respond to, you can include a check to see if it's also the active camera:
if (Input.GetButtonDown("I…
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So at this stage, you're just looking to extract the details of the item that the player clicks on?
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The event itself is called whenever any AC menu is clicked on. If you place this as the first line in the event function, it'll run…
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But the camera there is also going beyond the limits of the background. So long as the camera doesn't go past the edge marker, it should be OK.
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I've thought of that as well, but it's problematic to know what the camera's edge posit…
Welcome to the community, @TehMasterdown.
You can do this by using ActionList parameters do dynamically alter which object you want to animate in an Object: Animate Action.
* Create a new ActionList asset and add such an Action to have the locker …
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What's the actual behaviour - are they teleporting? Try placing some Debug.Log statements in the Char script's Teleport or Halt functions - if they're called at this time, the stacktrace should reveal the cause.
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A non-invasive meth…
Parallax2D does not account for screen ratio directly, but If you're using the Dynamic Camera Limits wiki script, then that camera's position does depend on the ratio, which in turn will affect the parallax position.
Try this instead:
using UnityE…
What is the exact behaviour, and can you share steps to recreate the issue?
AC doesn't rely on static variables in the manner that Unity's "Upgrade Guide" docs describe, and I can't find an issue with Remember components.
However, I have…
Sound like a bug to me.
I'll look into it, but in the meantime you can cancel pending interactions by hooking into the OnInventoryInteract event:
using AC;using UnityEngine;public class CancelPendingInteraction : MonoBehaviour{ private void OnE…
That's not the usual StackOverflowException message I was expecting. A google search of this suggests restarting Unity may fix it.
At what exact point do the messages appear? Try this slightly better-practice alternative:
using UnityEngine;using…
The AudioSource component's volume will be updated, when sound is played, to match your SFX volume, as set in your Options data.
You can open up the Save File Manager by clicking the Manage save-game files button near the top of the Settings Manage…
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How are you determining that? The event should only kick in when clicking on an element - try unsetting the OnClick events and keeping the new script on a separate empty GameObject.
I'm not clear on what it is you're ultimately trying to a…
Can you elaborate on how things are messing up? If there's a bug, it will need to be looked at - please let me know the steps necessary to recreate an issue.
Sorry, you're right - I did misunderstand. Revert the changes to the Menu's properties in my last post.
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You could potentially record the Interaction ActionList as it begins, and then update the menu once it ends - but it would stop you fro…
Both the above scripts derive from the Remember class, which itself is a subclass of ConstantID. I can't offer more as to what the issue may be just yet, but it is something I'll be looking into myself.
What are your AC and Unity versions?
Which element has the "hover sound" issue, and is the menu set to pause the game? If so, make sure that your Default Sound has Play while game paused? checked in its Inspector.
Otherwise, best to see…
The way the inventory items and menus behave will vary on its properties. Can you share screens of the InventoryBox in the Menu Manager?
How are you triggering the above code?
If you're trying to access the inventory item that was clicked on, tha…