The script references "MouseX" and "MouseY" inputs - you should just have to define these mapped to a joystick to get them to read that.
But the built-in AC first person shouldn't be so stiff. What's your AC version?
Rewired o…
This is caused by the instance of:
player.EndPath ();
on line 160 of ActionPlayerLock.cs. Does commenting out give you the behaviour you're looking for?
Welcome to the community, @Ati.
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You'd have to incorporate your own custom scripting to do this, since AC's built-in save method is to write to either a system file, or in Unity's PlayerPrefs. Aside from the PHP to handle the server communi…
If it's wrong in the Speech Manager, it'll be wrong in the CSV.
Backing up first, does the Speaker field update correctly if you re-run the "Gather text" operation?
And is there a pattern between speech Actions that feature multiple line…
* The AC variable will not update every frame - it will only update when its value is specifically requested via e.g. an Action.
Ignoring the Variables Manager for the moment, is it correct when using the Variable: Check Action to read it?
* Is U…
Welcome to the community, @rus7y.
Gameplay along these lines can be achieved with Draggables and Third-person GameCameras, as used by the Physics Demo.
A video tutorial on their usage can be found here, and text tutorials can be found here.
See a…
Whenever you exit an "AC" scene, AC will store info about that scene (e.g. scene settings, Remember component state, etc).
When you re-enter such a scene, AC will then apply that saved data back onto those scene objects.
Do note, though,…
It looks like you're registering the event in OnDisable again. I'm not sure this is the whole issue, but it will at least contribute. Replace the line inside that function with:
EventManager.OnHotspotSelect -= MySelect;
Give this custom script (FreeAimWhenMouseHeld.cs) a try:
using UnityEngine;using AC;public class FreeAimWhenMouseHeld : MonoBehaviour{ void Update () { if (!KickStarter.stateHandler.IsInGameplay ()) { KickStarter.play…
The loading itself is handled by Unity, so the value of GetLoadingProgress() is still determined by Unity's own async operations.
0.9 is a "cutoff" value that marks the end of the scene itself being loaded IIRC, but as you say - it's norm…
Welcome to the community, @MultiplePOV. What are your AC and Unity versions?
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This would be true if the Hotspot Collider's Is Trigger property is unchecked, as this would cause it to be a "physical" object that objects can collide…