You probably could, yes - by attaching an Animator to such a sprite and defining animations that control it's colour. You could then control the playback of these two animation by creating transitions that make use of a Bool parameter.
It's still …
Sorry, yes - you'll need to comment out those lines for the moment. But once the next update it out, you can uncomment them and the interactions will sync up.
A "Walk-to Marker" will also need to be defined, you're right.
After the upda…
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How are you making use of the script so far as its Inspector fields go? Let's see some screenshots of the UI, and your Settings / Cursor Managers, and I'll attempt a recreation.
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so I tried to check hide cursor when locked in screen…
What's your "Movement method" set to?
Since the game isn't paused during this time, the Player will still respond to input as though you're in normal gameplay. You can prevent this by using the Engine: Manage systems Action - either to d…
It would depend on the code itself that makes up the custom Action.
For an Action to "end" and move on, you need to return a value of zero in its Run() function. If you previously returned another value, you'll also need to set isRunning…
Which component specifically is becoming transparent - the UI Button?
You can change the "disabled" transition colour to be pure white (full alpha) to make it opaque again, but it's disabled because it's non-interactive at this time.
You…
Welcome to the community, @afromcpie.
Yes, the default highlighting effect works by brightening each material found on the Renderer component it's attached to. To rely on it, you'd need to have each body part you want to isolate be a different ren…
OK, replace the first script with this:
using UnityEngine;
using AC;
public class LoopMovement : MonoBehaviour
{
public float leftEdge = -2f;public float rightEdge = 2f;private void Update (){ float playerX = KickStarter.player.transform.posit…
Is there an instance of the camera prefab itself in the scene? You can assign a prefab in an Action, but it'll still refer to the scene instance via its Constant ID.
Thanks. It'll take a bit of thought to work out how best to approach the interactivity - leave it with me and I'll see if I can come up with something.
It's a behaviour of the Rigidbody itself, so I can't comment much on how/why this improves things.
You can attach this script, however, to the PickUp to have it auto-enable those locks when it's grabbed:
using UnityEngine;using AC;public class Fre…
Thanks for the screenshots, but they're too cropped. What is the rest of the Canvas Inspector (the prefab, not the component), and what is the Menu's "RectTransform boundary" linked to?
It would be best to also see how this RectTransform…
As an alternative to assigning a Cutscene in the singular On Start field, you can instead attach the ActionList Starter component and configure it to run when the scene begins.
This way of de-coupling game logic from the scene itself is covered in …
This may too be a Unity issue, since AC doesn't affect the cursor beyond locking it when in this state.
Still, it should be possible to find a workaround. I'd still recommend the Unity UI cursor method, but a simpler way may be to check Hide curso…
At what point are you calling this Action to update it? It should be called before any speech Action you want to scroll / not scroll.
Also, this affects speech lines that have a character assigned. Narration lines, i.e. those with no character, r…
Which integration scripts - this one?
Temporarily add the 3D Demo game's Player, Tin Pot, into the scene to override your own. With the option checked, does he move more correctly?
If so, the equivalent code to update the integration script shoul…
This'll take a bit of work behind the scenes to fix an issue before it can be done. The following script will do it, but only once the update is out:
using UnityEngine;using AC;public class CycleConversation : MonoBehaviour{ private void OnEnab…