A disabled GameObject can cease to become "findable" in some cases, but in the end it really comes down to how extensively you use the object elsewhere. My suggestion would be to just try it and see.
You can use the ActionList: Kill Action, but currently this will only kill the first-found instance of an ActionList asset, if multiple can be run simultaneously.
I'll make this optional.
I shall look into it, but I would say that before deleting a local variable - you should first search for references made to it via the cog menu beside it.
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Correct. If no AssetBundle is supplied, then nothing will be reloaded, and the existing bundle will remain in memory.
You could either supply an empty AssetBundle, or hook into the OnLoadSpeechAssetBundle event to clear it manually:
using…
The InGame menu, and the "Menu" Escape button, are separate behaviours.
The Pause menu's default Appear type is set to On Input Key, and that input key is set to Menu. This is set to react at all times, and is why it will turn on wheneve…
I'd advise caution when recording the enabled state of objects, but if you're going to do it - then storing the data on another object would certainly be the way to go.
RememberEnabledState.cs:
using UnityEngine;namespace AC{ public class Remem…
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The Character Wizard will assign a Rigidboy and Capsule Collider by default, but given the many sources a character's graphics can come from, this may not always be best. You'll have to manually remove them and attach a Character Controller…
If you make multiple Player prefabs that are all of the same character - but each with an altered appearance eg different clothes - then yes. This Action can be used to swap the existing Player for a new one, at the old one's position.
To what ext…
Welcome to the community, @noodlenerd.
Yes, this should be possible. You can switch between any Player characer you define in the Settings Manager via the Player: Switch Action. Your first scene could feature each character as a Hotspot that runs…
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That would be a question for Mixamo - but you can tell by going into the Animation tab of the model file. If playing the walk/run animations result in the character moving infinitely along the floor, they'll support root motion.
If you're …
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Yes - if letterboxes are being drawn as a result of an enforced aspect ratio in the Settings Manager, then the component should rely on the "visible" portion of the screen, and not the whole window.
It's best to just look at the d…
For the whole duration that a "Pause Gameplay" ActionList is running, gameplay will always be blocked.
The state of gameplay will be unaffected by a "Run In Background" ActionList. If the game is blocked due to a separate "…
There's a lot of fat you can trim here, since you have no need for Skip or SetLabel functions. Here's something a little easier to manage:
using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public c…
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If the Hotspot is off at runtime, then a "Current state: OFF" will appear in its Inspector.
If it works when Single 'Use' interaction? is checked, though, it sounds more like the issue is to do with your regular way of triggering …
I see.
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Yes. Assiging a Variables component in the ActionList's properties is just a means to expose the variable you wish to set as the default.