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ChrisIceBox

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ChrisIceBox
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  • Possibly not. During cutscenes, the integration's AC_UCC_Character script will point the UCC camera in the same direction as AC's MainCamera. Try checking Control Camera During Cutscenes in its Inspector, which will prevent this behaviour, to see …
  • AC will close interaction menus automatically when an interaction is chosen, yes. Specifically, it will affect menus that have an Appear type value of On Interaction. You can set this instead to e.g. Manual, but you'll then need to bypass the Enab…
  • Yes, that would be a good workaround for the above script. But if you know which Timeline you want to check for, you can instead just read the PlayableDirector component's state value: PlayableDirector myDirector;if (myDirector.state == PlayState.…
  • The difference will be down to the different aspect ratios between the Game window, and the build resolution. Are you designing the game to be played at a specific aspect ratio? You can check Force aspect ratio? in the Settings Manager, and this w…
  • What of the Hotspot itself? If you have Auto-hide Interaction icons based on Hotspot?, then an icon will be hidden if the current Hotspot does not have an interaction that refers to that icon. Let's see screens of the Hotspot's Inspector, as well …
  • AC can already save particular AC Global variables in PlayerPrefs by setting their Link to property to Options Data. This will store their values in PlayerPrefs as part of the active profile (along with things like SFX volume and the active languag…
  • Local variables are named such because they are local to the scene that they're defined in. They can be accessed while that scene is open - but not from any other scene. If you want access to a variable across multiple scenes, make it a Global var…
  • Are you referring to "ActionList parameters" - which allow you to override Action field values - or are you just looking to set the value within the Action itself? Simply exposing the value in the Action itself just needs you to store tha…
  • What issue specifically are you having? Screenshots showing your setup would help clarify the situation. When it comes to affecting Player characters in Actions, don't assign the prefab directly. If you check an Action's Is Player? field - player…
  • (Quote) That may be a bug - I'll attempt a recreation on my end. Either way, you can temporarily lock your Hotspot menu when your Objectives menu turns on (and unlock it again when it turns off) with a Menu: Change state Action defined in an Action…
  • If your Engine: Control Timeline Action has Wait until finish? checked, and at least one of the Timeline's tracks is bound to a character, then OnCharacterEnterTimeline and OnCharacterExitTimeline events will be triggered for that character at the b…
  • Always be sure to back up your project first, but existing lines should retain their IDs provided that they are still present in the game itself. What happens if you've since deleted lines or other texts will depend on the Speech Manager's ID numbe…
  • With v1.71, AC will save Remember component data found on persistent objects (i.e. those in the DontDestroyOnLoad scene) as global data - not scene data. Just be sure to check Retain in prefab? on the prefab itself so that its Constant ID is always…
  • (Quote) This can be done by adding a couple of new Button elements to the menu, and setting both their Click type properties to Offset Element Slot, and filling in the rest of the fields to have one shift the InventoryBox element left, and another t…
  • Actions do not derive from MonoBehaviour - so Start functions won't be called automatically. Try this: using UnityEngine;using Chronos;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionGlobalClock…
  • If you wanted to run some Actions just when the interaction menu turns on, you could create an "ActionList when turn on" for it - and possibly customise it with parameters based on the Hotspot that it's displaying icons for. But to run a …
  • How are you moving the player? If it's with Direct control, or a Character: Move to point Action, then the player isn't confined to the camera. If you're using point-and-click movement, I suppose it may be easiest to just offset the player's sprit…
  • In AC terms, Interaction menus are how you run a Hotspot interaction - so anything before then wouldn't technically be an interaction unless you involved another Hotspot. It is possible to hook into AC via custom events, which are a way of running …
  • The interface is only designed to only display one item interaction per Hotspot - via the InteractionBox element at the top of the "interaction ring". A list of multiple items is available to the side for display only. This is how I reme…
  • Odd. What's the behaviour of the TPS camera during the transition? Try selecting the GameObject and viewing it in the Scene view. It may be that the TPS camera itself is moving strangely, and it's being felt in-game while it's still mid-transitio…
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