I'll need even more clarity, I'm afraid.
What's the parameter's actual type? Are you storing a reference to the variable (i.e. the parameter type is "Global Variable"), or storing the variable's value (i.e. parameter type is "Float&…
You can change your Close button's Click type property to Run Action List, and then assign an ActionList that uses a Menu: Change state Action to turn the menu off. This way, you can also incorporate other Actions (e.g. Dialogue: Play speech) to al…
@juanelo_dev What are your AC and Unity versions?
A Hotspot's enabled state is determined by its layer - Default being "on" and Ignore Raycast being "off". Is there anything else that may be controlling its layer, and is the is…
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Shouldn't be. Does the character begin invisible if the Remember Visibility component's Visibility on start field is set to Off?
What of the Action you're using to control it? Be sure to keep any Player characters out of the scene file it…
Unless you backed up before updating (which is recommended), not really. Can you recall roughly how long ago it was you last updated?
Regardless, if there's an issue with the current release I will see it fixed - I just need enough to see the prob…
ActionList assets can be exported/imported easily enough. The issue when it comes to variables is that they are referenced by ID number - and such numbers may not be the same if variables with matching IDs already exist.
For example, if project B …
Yes, all animation frames must be arranged in a grid-pattern in the same texture file.
I've amended the image in the first tutorial, thanks for pointing it out.
I can't recreate such a problem on my end. What version were you using before updating?
Best for me to see this for myself. Can you PM me a .unitypackage containing the following?
* Your Manager assets
* Your Player prefab
* The two scenes
You can attach a Variables component to the prefab, and define an Integer in it to represent the HP.
The Variable: Check and Variable: Set Actions can both work with Component variables, allowing you to manipulate each NPC's HP separately.
Is the Player persistent, i.e. you're not using local Player objects saved within the scene file?
I can't recreate this issue in the current release, and I suspect this is an issue that's been fixed since v1.69.0. Even if it's in a duplicate proje…
Do be aware that use of AC's cursor system is entirely optional. Particularly if you're using it in conjunction with another gameplay asset, you may find that the best option is to disable it and rely on your own custom cursor system. To do that, …
Which version, specifically? v1.71.6 was released yesterday.
This release addressed an issue with the Conversation action's "Wait until finish?" option. If you're using this version and have an issue, please share a screenshot showing t…
The Rewired integration on the wiki doesn't really cover the same area as the Event System.
When using a Unity UI based menu, AC will leave it up to the EventSystem to handle all UI selection/handling duties. AC's "Optional Mouse Input Module…
If I'm reading you right, copying a parameter won't link the two together - it'll take the same value at that moment, but further changes to the copy won't affect the original.
You can have you character play a different different set of up/down walk animations while attached to the ladder, using the Character: Animate Action.
How you do this exactly will depend on the character's chosen Animation Engine.
If set to Sprit…
Version 1.71.6
* Added: Ability to override the "Character: Change rendering" Action's Scale and Direction values with an Integer parameter
* Fixed: The "Dialogue: Start conversation” Action not running subsequent Actions if "Wa…
OK. Looks like there are some issues regarding locking the Player to a path in 2D. There's also the fact that - currently - a path-locked Player can only move forward along it, not backward.
I'll look into these, but I'm not totally sure locking …