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Just to clarify: the Draggable system is for 3D only. To make a Draggable object in a 2D game, you'd have to override that scene's perspective when first creating the scene in the Scene Manager.
I can't recreate such an issue in the latest release.
Duplicate your project and import the latest release. Upgrade issues aside, does doing so resolve this specific issue?
Even so, does dropped Rewire make a difference?
I have made minor adjustments to the drag-and-drop system as part of the upcoming v1.71 update. PM me if you would like to be involved in testing - it may be that this has been addressed.
This is something I've looked into the past, but it's admittedly a far more complex task than I'm afraid I'm capable of.
Generating a path in isolation that handles only 8 directions is difficult enough on its own, but the issue of camera space you…
If you don't opt to rely on auto-naming, speech audio files must currently be directly assigned to their associated entry in the Speech Manager.
If the audio file exists in your project, it is possible to assign it through script. See, for example…
I think this may be a case of dealing with one error causes another.
It would be best for me to experience this myself. Can you share a test package / stripped-down project via PM that lets me see the issue first-hand?
Certainly AC is intended to allow for the creation of games in the vein of Telltale's offerings, though please do be aware that something with that level of professional polish is inevitably going to involve some custom code somewhere to get things …
If it works, it works! It may be best to leave it at that.
Though, I wonder it you could compare a Dot product of the two vectors instead. The more similar they are, the closer the result will be to 1:
public override bool CheckCondition (){ …
What is your AC version, and do the Actions in ActionList asset files refer to the prefab, or the scene instance of the NPC?
If the scene instance, try instead assigning the prefab.
Don't overwrite the default C# code with that - it goes inside the script itself.
Create a new C# script, remove the default Start / Update functions, and insert the code above where they used to be.
Please be exact about the nature of the problem. What is the actual behaviour?
Are you using AC or Unity UI for your Inventory menu display? If Unity UI, what is the effect of this wiki script?
1) You can use a Menu to display the word "UP", and an Active Input to respond to the player pressing an input button mapped to the up arrow key. Having the character sit up etc is just an animation, so you can do that through Timeline an…
If you want it to be dynamic, better to rely on a component variable instead of a tag.
Forget the tag, and instead attach a Variables component to each Hotspot you want to control this way. (Also add a Remember Variables if you want to save its st…
What are your AC and Unity versions, and does the game state switch to "Cutscene" mode while the ActionList itself is running, or does it remain in "Pause" mode? You can view the current game state at runtime by enabling the AC …
Simply upgrading AC itself should not, in general, cause issues with ActionLists. That one was made with a previous version should not be the issue.
However, if an ActionList contains a custom Action that is no longer installed in the Actions Mana…
I can't suggest too much until we learn exactly what the issue is. The aspect-ratio feature isn't new to the latest release - it'll still be in v1.68.4.
If you want to share the errors you do get upon updating, I can try to work through them with …
A subtitle line can remain on-screen once the character has finished speaking it through use of the [hold] tag. It will then remain until you use the Dialogue: Stop speech Action to end it - see the Manual's "Text tokens" chapter for more…