Agreed that this would be useful.
I'll consider how this might be added officially, but here's a custom Action that would do this in the meantime:
using UnityEngine;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace…
@nova1337 Let's see screens of your character's Inspector, as well as details of when exactly the issue occurs.
Try unchecking Turn root object in 3D? in the Inspector. Also be aware that a Rigidbody component is not strictly necessary on a 2D cha…
It may not be more elegant, but the safest way to allow an inactive Player to continue following the active Player across a scene is to manually move them to the new scene (Player: Teleport inactive) and then issue a new follow command (Character: N…
I don't have the old script to hand, but this should do it:
using UnityEngine;using UnityEngine.UI;using AC;public class AutoSelectCentreHotspot : MonoBehaviour{ public float rayLength = 3f; public UnityEngine.UI.Button button; private Hot…
How many instances of the same prefab are you dealing with?
It should be possible to save more than one instance at a time - so long as you enter in the prefab's Constant ID value into the Remember Transform component's "Linked prefab Constant…
The approach this takes isn't ideal, because it works by disabling AC's Player component.
I've made a couple of tweaks but I'm without the same asset so it may need a little more tweaking:
using UnityEngine;using AC;using UnityEngine.SceneManageme…
Does the menu pause the game when it's enabled? No change will be made to the game itself - including the state of ActionLists - while paused.
You can confirm if this is the issue by temporarily unchecking Pause game when enabled? in the Menu's pr…
The property you're looking to affect is the Hotspot's doubleClickingHotspot field.
You could indeed wrap this around a function and trigger it with the Object: Send message or Object: Call event Action:
public void UpdateDoubleClick (){ GetCom…
When using Direct movement, you can use the Player: Constrain Action to constrain the player's gameplay movement to just along that Path.
When this occurs, the Player is snapped to the Path's origin - i.e. the first node - so you'll have to create …
This is for a specific Hotspot?
Create a separate Cutscene that handles the updating of the tutorial text, and then have it so that choosing any of the Hotspot's Interactions runs it.
This can either be done by using an ActionList: Run Action to t…
Ah - sorry, you're using default mouse clicks, not InteractionA/B inputs.
This script should specifically check for mouse clicks as opposed to generic buttons:
using UnityEngine;using AC;public class SwitchHotspotButton : MonoBehaviour{ private…
Scene index numbers have to be whole numbers, and the first one listed in the Build Settings has to be the first one that is loaded. This is a behaviour of Unity, though.
The minimal workaround, I think, would be to swap your first scene in the li…
That'd be a question for Opsive, but I'd imagine it'd need some tweaking.
The original script issues you're posting, though, should be solvable by making the CanBeDirectControlled function (in both Player.cs and Char.cs) public. If there's still a…
How many save slots are you displaying in your SavesList menu element, and what's the maximum number of saves you've set at the top of the Settings Manager.
I'll attempt a recreation, but I'm a little unclear on the behaviour you're facing. Can yo…
Assets classified as "Complete Projects" on the Asset Store have this behaviour.
AC doesn't have such requirements, but it does have a couple of Layers / Inputs that need to be defined.
Back up your project first, but you should be able …
In the Settings Manager, under Movement settings, you can adjust the smoothness of free-aiming with the Free-aim acceleration field.
For speed, though, you need to go to the Player's First Person Camera component and adjust the Freelook sensitivity…