You're linking to a character controller asset, though - not just a camera script. This drifter asset should be able to handle the movement as well.
What you'll want to do is use this as a custom motion controller to override AC's player movement …
You can kill ActionLists directly from within their class, so you can do a check to exclude a given Action:
void KillListsExceptAction (Action action){ ActionList[] allLists = GameObject.FindObjectsOfType <ActionList>(); foreach (Action…
I'm not sure where in the workflow you're looking for the ID to be shown. If an Action field is set to a parameter, the ID is ignored because the parameter's value (which is set at runtime) overrides it.
If you'd like to share your code / screens …
The Constant ID system has a built-in requirement that referenced objects are in the main/active scene. This is so that two objects with the same ID but in different scenes (by design) are not confused.
I will think on this situation for how this …
Thanks for the clarificaton, but that's already what I understood your intended behaviour to be.
I will need to be clear on the current state of things, though. Aside the scroll buttons, does mousewheel scrolling work for the options that are disp…
If you click on the Console message you're reporting, it'll ping the object it's referring to. You shouldn't be getting this message at runtime.
Typically it's better to rely on animation entirely for object swapping / visibility changes on Player…
This is for a third-person game - meaning the character's head is not part of the camera?
If this is a character controlled by Opsive UC, it may be related to that asset instead. Can you share a video/gif to illustrate the behaviour, as well as a …
My mistake - yes, that would prevent srafing.
Typically, it's necessary to override both movement and free-aiming for a custom first-person control - see e.g. the integrations for UFPS or Unity's Third Person Controller.
Can you share a link for m…
Welcome to the community, @sahaziz.
A tutorial on getting started in 2D can be found here.
What kind of object are you looking to animate? A character or another object? And with which Action?
If you've already created the animation, make sure …
The default Options values, at the bottom of the Settings Manager, are used when generating Profile data for the first time. Once created, they are no longer referred to.
Aside from using the sliders in an Options menu, you can manually change vol…
Putting aside the mouse for the moment: are you able to shift through the options using the scrollwheel.
I'm perhaps forgetting myself. The "Optional Mouse Input Module" is a custom module that forces a menu to be either controlled by th…
What trouble are you having with the provided first-person camera that is making you resort to a custom script? A "Free-aim acceleration" field is provided in the Settings Manager.
To use a custom free-aiming script, set the Movement met…
My post above essentially breaks down the problem into two parts:
* Scrolling through the 4 visible slots with the mouse wheel
* Shifting which dialogue options the slots represent with the "shift" buttons
What exact behaviour are you ge…
How do you mean "loaded in" exactly? Imported into your Assets folder (I'm assuming), or when the game is run?
AC is no longer classified as a "Complete Project" asset (as it was many years ago), meaning it won't overwrite your…
It works for me, strangely. I'm using ID 4024 to test with.
The issue appears to be occur when such text begins with rich text. Does it disappear if you insert a single space " " character before these lines?
It's part of the "AC initialisation" process - so is run when the first "AC" scene in your game is opened.
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On mobile? If the app is restar…
OK. Same file, line 1741.
while (i < text.Length && text.IndexOf ("<color=", i) > 0)
Set it to:
while (i < text.Length && text.IndexOf ("<color=", i) >= 0)
Since other assets are prone to changing their API, the exact needs of an integration will vary from project-to-project, and the sheer number of new assets is growing exponentially, AC's been focusing more on empowering users to more easily write th…