Keep XYZ as a Vector parameter - making the same components / Actions as you describe has it work for me.
In the "Set Interaction Parameters" component, you can ignore XYZ - set the GameObject to itself, and the YFLOAT to your intended he…
By "previous camera", this is the camera that was active before the Timeline actually began? What is the behaviour of placing down another clip in the MainCamera track to force-set that same camera beforehand?
I'll attempt a recreation.
Strange. If it's for a specific scene, then there must be something about that scene that's causing it. Any colliders or anything in the way of the PlayerStart? Where exactly does the Player spawn, if not there? You're certain there's nothing el…
I'm not knowledgable enough on mutiplayer to offer much, I'm afraid. You're also dealing with a lot of manual/custom scripts that I'm not aware of.
What's the core reason you need to have a "dummy" character in the scene to swap with the…
Presumably they can close/re-open the game in between?
You'd have to use a custom script that records the current system time in seconds, adds 28800 (the number of seconds in 8 hours), and then sets that to a Global Integer Variable.
Create two Gl…
I'm assuming you're referring to v1.71.2 and v1.71.5 - the latter being the latest release.
I can't reproduce the problem - are you switching scenes when loading, or does reloading the same scene cause the issue?
Check the Hierarchy window at the …
Open up ActionManageSaves.cs, and find (around line 90):
SaveSystem.DeleteSave (0);
And replace it with:
SaveSystem.DeleteSave (0); return 0f;
Does that solve the issue?
It's an old tutorial - thanks for bringing it to my attention. I've unpublished it for now and will update it.
With v1.71, AC overhauled the player-switching system to make it much easier and manageable to handle multiple player characters. See t…
I mean to place the Animator on the root, yes.
You may be able to get away with placing a second Animator on the root - as opposed to moving it completely - and only use it in Timeline. But the presence of 2D Animation Package shouldn't prevent th…
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As in, the previous version had files that the newer does not? Which files in particular? It may be that they've been deprecated and no longer used, but it's rare.
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Sometimes prefabs are updated to account for new scripts / feature…
AC's camera system works by using SimpleCamera / GameCameras as references for the MainCamera only. The MainCamera is assumed to be the one performing any rendering - with the others just used to inform its position / rotation etc.
As such, and AC…
High file sizes
This is a question for Unity itself. AC will work with the graphics you supply, but optimising them in terms of quality and filesize is a Unity topic.
A large project size doesn't necessarily have to mean a large build size. Unity…
Welcome to the community, @INEEDHELP.
To be clear: you're a purchaser of the game Lorelai, and not a user of AC?
The issue you've linked to is five years old - I wouldn't rely on that for suggestions, as both AC and Unity are very different to wha…
What are your AC and Unity version numbers, and how does the camera rotate when behaving? Through input axes? If so, what are these axes mapped to.
Does the camera has the "Remember Advanced ThirdPersonCamera" component attached? Attac…
What is the actual behaviour of the menu in-game? A screenshot of it from the Game window - indicating where the Hotspot is as well - would be best.
The Hotspot's default position, so far as menus go, is the centre of its collider. Though, you ca…
There are too many unique settings and properties at work here. I'll need you to send me this fresh project along with clear instructions on how to recreate the issue(s).
To keep filesizes down, please also remove any demo assets that aren't used …
Sounds like quite a unique scenario. I'd say it's best to hook into the OnBeginActionList custom event, where you can generate the value of a Vector3 parameter based on the GameObject's current position, and the value of the "var" paramet…
What do you mean by "specific label". As in, the name of the Hotspot itself?
What's your Interaction method set to? If Context Sensitive, it's possible to change the cursor to match that of the Hotspot's Use interaction icon. Otherwise…
The Object: Visibility Action and Remember Visibility component work by manipulating a mesh renderer - not any other component that may be attached as well.
You could teleport the whole object out there, and save its position with a Remember Transf…
There's no need to create custom parameter types (and it's quite a bit more involved than just those two scripts, besides). Action component fields such as "New Camera" can be overridden using a GameObject parameter type.
The Trigger's &…