You'll need to update the scripts to account for both of these things, but they're both simple to check for.
To check if you're in normal gameplay:
if (AC.KickStarter.stateHandler.IsInGameplay ()){ // In gameplay}
To check if the "Movemen…
Is the correct Interaction ActionList running at the right time? Try running them manually via their Inspectors - if things still go wrong, it's likely an issue with the Actions themselves.
I don't know what you mean by "10 or less" - as…
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If the audio is coming from the VideoPlayer, then its delay is not due to AC. I suspect it'll be based on the video's format and import settings, but this really is an issue on the Unity side of things. You're welcome to PM me the video fo…
If your backgrounds are 1920x1080, and you want them to be fully displayed, then you need to enforce an aspect ratio of 1.778.
At the moment, your mobile device is wider than that - meaning it's able to display a wider area than you've drawn.
You …
When a Menu is locked, it will not turn on even if it's "Appear type" condition is met. The Menu: Change state Action can be used to lock/unlock a Menu, but you can also do this through scripting:
using UnityEngine;using AC;public class …
Detach Rewired temporarily so that we can rule out it being a factor.
How are you assigning the preset? With an Action, or via the Variables Manager directly? If the former, what else is going on in the ActionList?
Any custom scripts being used?…
Yes, that'll be it. I recreated the issue with the dev package, just not with the official.
To remedy, open up PlayerInteraction and change line 1309:
KickStarter.player.EndPath (null, button.playerAction == PlayerAction.DoNothing);
with:
KickS…
Bug found. Open up Player.cs and replace:
if (autoSyncHotspotState)
with:
if (autoSyncHotspotState && KickStarter.settingsManager.playerSwitching == PlayerSwitching.Allow)
Provided you haven't been working with the Demo's Managers, they won't get updated upon importing - merely replaced with other Managers in the Game Editor window, meaning you just have to re-assign them.
If you used the New Game Wizard, that would …
Best to do some debugging to find out the cause, then.
Open up Hotspot.cs, and find the line:
gameObject.layer = LayerMask.NameToLayer (KickStarter.settingsManager.deactivatedLayer);
Just below it, place:
Debug.Log ("Turned off Hotspot &quo…
I was mistaken in being able to recreate issue 1. The 3D Demo similarly has an "Unhandled interaction" on the sword - but whether it's per-item or global makes no difference. Do you experience this issue in the 3D Demo when using the Swo…
Do you have a Remember Hotspot, or some other Remember component, attached?
The only other condition that should cause the Player's layer to change automatically is if you're using player-switching - via the Auto-sync Hotspot state? option. Is thi…
And your animation engine is set to "Sprites Unity"?
This animation mode handles lipsyncing by playing the talk animation at a normalized time, so e.g. frame 2 of 5 will be 40% along the animation. You'll need to make sure that the talk …
So long as a Menu has its Ignore Cursor clicks? property unchecked (which is so by default), then it will "take over" the gameplay beneath it and clicks to it will override any clicks on e.g. Hotspots, the NavMesh, etc.
So, if you want th…
Thanks for the report. Recreated issue 1.
Is there any issue in the game with the third post, aside from the Console messages? What are the contents of the ActionList (detective_talk), that causes the issue? The message refers to the Variables Ma…
The "Paths" logic type in the Scene Manager is for when you want a character to move in a pre-determined way - i.e. from A to C via B.
For dynamic pathfinding, you don't need to create Paths - just place down a Marker and use the Characte…
The audio-popping should be removable with the right ActionList properties, but try simply swapping the menu states around so that Options turns on before Pause is turned off. Does that sort it?
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The styling options for AC-menus is fairly stripped-down, and an AC Toggle element's graphic will cover the whole element.
What you could do is instead make the whole thing one graphic (i.e. the "Subtitles" text and the light bulb…
Looks good to me!
Only thing I'd suggest is that maybe you can lose the "effectActive" variable, since the m_dof.active is always set to the same value.