I believe DS relies on custom Actions, but I'm not an official voice for it. You should contact its developer, Tony / PixelCrushers, for a definitive answer.
You're using sprite-based characters, but haven't assigned a sprite-child, and also have Turn root object in 3D? checked. When the character moves, he turns to face whatever direction he's in.
Try unchecking this option, and move the sprite to a c…
Something like this should probably do it:
using UnityEngine;using UnityEngine.UI;using AC;public class InventorySlider : MonoBehaviour{ public Slider slider; public string menuName = "Inventory"; public string inventoryElementNa…
There's not much to go on from that single image. What is the value of your "IsRestrained" value at runtime, and what animation is the player actually playing?
Rather than transitioning from Entry -> Restraint, try creating transition…
What is "RiddleGame" - an asset or scene-based ActionList? And what is your AC version?
What code you've shared shouldn't be any different from setting the parameter's default value in the ActionList Editor - do you get such an issue whe…
Best to see this for myself. A .unitypackage file of your game's Managers and scene file should be enough. Graphics of the scene shouldn't be necessary, nor should your Player if Brain is also showing the issue. Include any custom prefabs for the…
AC's internal record of "is grounded" is handled automatically - but you don't have to use it if you don't want to. You can instead create a custom bool parameter in your Animator (e.g. "IsGroundedCustom") and use that instead.
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Unless your game makes use of the "player switching" feature, you can use an alternative Player without this component for such scenes.
When a local Player (i.e. a Player in the scene file itself) is found, it will override the default pr…
At what moment are you changing the colour? Once the Speech Action has completed?
A better way to do this would be to hook into the OnStartSpeech event, which is triggered every time a speech line begins - and includes a parameter to get the speak…
The LightSwitch component is meant for standard Unity Light components - not for Unity's experimenal 2D light system, which is a separate system on a technical level.
Animating the intensity via an Animator, and then controlling playback with the O…
So that we can rule out this being related to your player, temporarily drop the 2D Demo's Brain2D player prefab into your scene file so that he overrides your own. Does he exhibit the same trouble?
As this is a visual problem, I'll need to see the…
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Uncheck Face when idle? in the Character: NPC follow Action.
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I'm not clear about what you mean here. Please share more screenshots and details to illustrate the situation.
Welcome to the community, @Kraven.
Yes, the input button field refers to the name of an input listed in the Input Manager. It's there that you can choose what key it's actually mapped to.
How are you transferring the external file into something that's used by AC?
AC will automatically convert certain characters (such as colons) into unique strings because these characters are also used for separating data. If you want to import a …
Welcome to the community, @DerekTD. This is at around 1:48:00, I take it.
Does the second option at least highlight when hovering over it, or is it unresponsive? Do any related messages appear in the Console?
This may be an issue with the UI pre…
I'm not having any luck recreating such an issue.
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To be clear: is it hiding during the Interaction itself and returning afterwards, or is it displaying the whole time? And is the Interaction blocking gameplay or running in the background?
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Having made the changes to your Verbs UI, remove the new test Canvas, and send me the updated project - together with a complete list of the behaviour you want - with specific examples in a test scene, "If you select Use, then click the door, t…