Version v1.71.3
* Added: Improvements to the behaviour of Draggable objects set to Rotate Only
* Added: Ability to determine which part of a Draggable object causes it to be automatically released upon leaving the screen
* Added: Internal flag to S…
If this is a Player character, how is AC aware of him? Is he defined in the Settings Manager as your game's Player prefab?
If the Speech Manager is picking him up for his Interactions, it should pick up the Hotspot name as well - it's listing othe…
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Not really, I'm afraid - though you can use the Actions Manager to list all instances of the Dialogue: Play speech Action in your game.
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It's not possible to have a drop-down to choose from any prefab present in your project - but wi…
Doesn't sound right - the turn speed should match the mouse input.
Some improvement was made with v1.71, however.
Lets see screens of your full Settings Manager, "CursorHorizontal" and "CursorVertical" input settings, Player In…
Welcome to the community, @Gonzo.
At least from what you've described, you shouldn't have to involve any programming - AC's Actions and Variables system should be enough.
What you can do is create a Global variable that is used to store which of t…
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No, hence my mention of using a global String variable. You can have a Menu Label display a variable's value (either using tokens, or setting its "Label type" to "Global Variable"), and then update that variable's value …
I've been looking into this, and I believe it should be possible to add this as a feature by way of defining track connections inside a track's snap regions.
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Not strictly scenes, but it won't search your entire project - you could have ActionLists present from other games (e.g. the demos) that shouldn't be included.
It will include anything that it knows is referenced by your game - so ActionLis…
This script provides two functions to change the sensitivity to two separate values:
using UnityEngine;using AC;public class SetFirstPersonSensitivity : MonoBehaviour{ public Vector2 sensitivityValuesOne, sensitivityValuesTwo; public void Set…
Video playback is handled by the Video Player component. This is a Unity component, so what formats and codex it accepts is handled by them - but you can find such details here.
To have such a component play as part of an AC ActionList, use the En…
The PickUp object type is reserved for when you want to affect an object with full physics.
To only control an object's rotation, use a Drag object and set its Drag mode to Rotate Only.
A tutorial on using this technique to inspect objects can be …
The issue is that you are not assigning character prefabs in the Action. You are assigning scene instances of prefabs, which means the Action cannot find it when the "Gather text" operation is run.
You need to make the character itself a…
Replace that last function with this:
void DropdownValueChanged (Dropdown change){ int nextSceneIndex = AC.KickStarter.sceneChanger.NameToIndex (change.value); AC.KickStarter.sceneChanger.ChangeScene (nextSceneIndex, true); AC.PlayerMenus.…
You shouldn't need a custom Action for this - for such situations, you can create an animation to handle this.
Attach an Animator component to your sprite and assign a new Animator Controller. Give it a blank default animation, and then a new anim…
@Onat: Good point re. existing Actions. Defines would certainly be necessary for built-in integration, and I'll give it some thought. The current custom Action is a subclass, though, so it could be merged into the original in the meantime.
It doe…
Thanks for the clarification.
Tracks can't be compounded, no - but it may be possible to allow a Drag object to switch track.
I can give it some thought, but the example in the video is probably about as complex as it gets. Are you looking to ach…
On Hotspot covers inventory as well - it just means that it will appear over whatever the Interaction menu is related to.
If you want your Interaction menu for Hotspots themselves to appear somewhere else, you can create a second Interaction menu j…
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AC will transfer the value from Playmaker when its value is requested internally. You can force its value to be transferred, however, with the line:
GVar myACVariable = GlobalVariables.GetVariable ("MyVariableName", true);
The &…