Welcome to the community, @Alcaria.
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Is this the result of a single movement command, or two? I'm a bit unclear about the behaviour you're experiencing.
I'll need some specifics about your Player's set up. If you can, please share some im…
Is the issue consistent? That is, do the same lines always show the same issue, or is it random?
PM me a .unitypackage of all your Manager asset files, as well as the IDs of a couple of lines that show the issue, and in what language, and I'll att…
Though they may not be displaying in the thread, I'm assuming there were closing tags in there as well?
What if you uncheck Use Character text colour? in the element's properties, and what if you switch to Unity UI? You can find this out quickly b…
The first step would be to have the options showing up in a single place.
A Conversation's Dialogue option has a Only show if carrying specific inventory item? property. If you create both inventory item topics as regular Converation Dialogue opti…
"defaultPauseTime" will cause the Action to be re-run the next frame.
To have an Action run every frame until a given max time, initialise the timer when the Action is first run, e.g.:
float timer;public override float Run (){ // Do w…
The "Advanced Third Person Camera" does nothing related to inventory items - what is the behaviour if you just use a single SimpleCamera from the beginning of the scene?
There's not enough detail here for me to recreate an issue. Probabl…
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Those are set by the component, since the exact values are based on the current screen dimensions / aspect ratio.
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The component updates the position of the Menu's "RectTransform boundary", which should typically be the onl…
Sorry, thanks for clearing that up.
I shall look into it, though one way around it would be to place the Autosave in a separate Cutscene that has a delay timer on it, and then trigger that Cutscene after moving the camera.
Welcome to the community, @Untgrad.
If you're using Unity UI to display your Menu (which I recommend in general), then the 'Already chosen' colour field should apply to Image-based conversations as well.
This is because it works by updating the &q…
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Where? Please be specific - screenshots of the exact Actions for both lists would be best.
Having an ActionList survive a scene change is quite tricky. Best to have just one such ActionList running at a time. Merge both your ActionLists,…
It appears as though the outline itself is there, but red.
How are you displaying such text? With an AC-sourced menu? Unity UI? TextMesh Pro? If you're using Unity UI, what are the contents of the Text component's Text field?
What are the actu…
KickStarter.stateHandler.SetMovementSystem(false);
This is equivalent to using the Action I mentioned above. Note that it won't halt the Player character - just prevent further movement commands, unless you're using a custom motion controller.
Wh…
I'd say it'd be best to only generate the Actions at runtime - not the ActionList itself.
Consider creating a "blank" ActionList that you can reference with e.g. an ActionList: Run Action. You could then use that to run the ActionList, a…
This is as intended. The camera transition is not saved - so loading the save file places the camera at the destination.
If it's necessary to have such a transition upon loading the Autosave, you can run an OnLoad Cutscene that performs it with an…
Generally speaking, if you need a MonoBehaviour's feature set to work with an Action, you have the Action expose a reference to that MonoBehaviour and then run a function from within. Or just use e.g. the Object: Call event Action.
That said, Why …
You can override the cursor position to set the locked position to whatever you wish:
using UnityEngine;using AC;public class LockedCursorOverride : MonoBehaviour{ [SerializeField] private Vector2 lockedPosition; private void Start () { KickS…
Which tutorial are you referring to, and which part? Please try to post such questions in "Technical Q&A" in future, as this forum is intended for feature discussion.
Adding an item to the inventory will not automatically disable the…