Check "Script sets initial value?".
How are you checking the variable's value? Note that it's value won't be updated in the Variables Manager every frame - only upon request. If you use the "Variable: Check" Action, it should …
AFAIK, it is indeed more performant to destroy a GameObject that disable it - and certainly moreso than just hide it's mesh. Though, the exact amounts would be a question for Unity.
Rather than using AC Actions, though, it'd probably be better to …
Rather than turning off the Hotspot through animation, use a separate Hotspot: Enable or disable Action. This way, the OnHotspotTurnOff custom event will be triggered, allowing you to use a simple script to turn off the interaction menu:
using Uni…
Similar to Cinemachine VirtualCameras, AC GameCameras don't actually perform any rendering - their Camera components are disabled at runtime - so having many of them isn't as big an issue as you might think.
In Timeline, though, you could create a …
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It'll need to be in the scene that's currently loaded. If you're using a prefab, you'll need to place an instance of that prefab in each scene. Try it with one test scene and see how you go before extending to others.
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All menu sou…
The script's certainly intended to be a starting point, rather than a catch-all complete integration, but it won't change the way AC itself reads inputs.
It should be possible to modify it to have events update values returned in the various Custom…
This likely isn't a case of multiple saves being written, but rather a single save being updated.
Is Global Variable "32" linked to Options Data? If so, changing it's value will cause it to become saved - since it's value is part of the …
I can't really tell what Actions you're dealing with from this, but if this is long because of a Conversation, you have the option of separating each dialogue option's "response" into a separate ActionList.
The 3D Demo's "Brain: Talk…
Unity cannot play a sound from a prefab - whatever Sound you select needs to be in the scene. It can still be an instance of a prefab - but the Action needs to refer to an object actually in the scene.
The same goes for the "Default Sound&quo…
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Again, this is more for Unity to say - as it can be a bit fussy somtimes. If a file has been renamed or moved, it'll remain as such even after importing - provided the meta file matches. But this does then retain a disconnect so far as whe…
Thanks for the details.
It sounds like it's some unique setting in your project - but it's not possible from the above to determine what that might be. That it affects non-AC sounds is strange as well.
If you can create a .unitypackage with a sin…
It would be down to the way your custom animation engine script is constructed.
You're correct in that the Action needs to know that the animation has finished - but this'll only be the case if Wait until finish? is checked.
For the Character: Ani…
The files you mention aren't (or shouldn't be) part of AC's package. A " 1" in the filename suggests that those assets are duplicates.
Were those assets (and their originals, e.g. "/Resources/MusicEngine.prefab") present before…
Welcome to the community, @Wosie.
You can instead rely on animation to control the properties of a 2D light.
Attach an Animator component and assign an Animator Controller. Then create two animations (e.g. "on" and "off) for it tha…
The script works by determining reading the character's facing angle (which ranges from 0 to 360). 0 is downward-facing, and increases to 360 when turning clockwise.
If you imagine this as a clock hand, angles 1 to 179 are on the left face, while …