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Which previous version were you using that didn't have this issue?
As a test, assign a custom texture into the MainCamera's texture field. Does that show up instead of black?
Enable the AC Status box at the bottom of the Settings Manager.…
This is likely a conflict with the NavMeshAgent Integration component. This should not be necessary - the Third Person Controller wiki script should update the NavMeshAgent itself.
Try removing it - and if there's still an issue, let's see a new v…
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By Mesh Collider, I'm referring to the Mesh Collider method of pathfinding - see the Manual's "Mesh collider pathfinding" chapter for more on how this is typically used. This method is used by the 3D Demo, and the main advantage o…
* PopUp variables, rather than Integers, are better suited to storing a discrete number of values. They can firstly have labels attached to each value (for easier readability), but can also be used by the Variable: PopUp switch Action to allow for …
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Both of these methods should be valid, and I can't recreate such an issue with either. The Loop? Action property should be directly tied to the Sound's AudioSource component's Loop Inspector field. If you use the Ambience Action, this will…
A quick note about those yellow lines being offset - try toggling the Apply outline offset fix? option at the top of the Menu Manager.
Both input styles should be possible, though they will have slightly different approaches and may require a bit o…
I wrote the script. Do you have a NavMeshAgent component attached? Let's see screenshots of the full Inspector, as well as your Settings Manager, as well.
Can you also share a similar gif but show the Player component and integration script's com…
I've tried out a lot of the motion controllers out there - and attempted my fair share from scratch - and KCC is my personal preference.
AC's built-in controller will serve the needs of most games that stick to more traditional adventure styles, bu…
Remove the Hotspot for the moment, so that we know it's not contributing.
Try this one, which relies on a defined Unity Input axis, rather than a key set in the Inspector:
using UnityEngine;using AC;public class ToggleDrag : MonoBehaviour{ publ…
It's to prevent the event firing if the state is changed multiple times in a frame, as well as keep it fired consistently in the core Update loop.
For what purpose are you hooking into the event such that this becomes an issue?
You haven't mentioned what version you were updating from, but I'm assuming it was quite an old one. I don't recall any recent change regarding the initialisation order, but it's possible changes were made in the past to fix issues.
The bulk of AC…
So the wiping occured specifically at the point you upgraded Unity versions? If so, this may be more a question for Unity's engineers.
Do you have a backup pre-wipe of the Unity 2019.2 version? Such that importing this into Unity 2019.3 wipes the…
Thank you for the clear steps.
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This is exactly it. To fix it, open up SetParametersBase.cs, and add the following to line 173:
externalParameters[i].gameObjectParameterReferences = fromParameters[i].gameObjectParameterReferences;
This should do it:
using UnityEngine;using AC;public class ToggleDrag : MonoBehaviour{ private string toggleDragInput = "ToggleDrag"; public KeyCode keyCode; private bool waitForUp; private void Start () { KickStarte…
Welcome to the community, @vincent_a_nativo.
Ahem, I'll start with the easy one first:
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These are different things. The Character: Move to point Action actualls uses the MoveAlongPoints function so that it has more control over things like…
What is it you're trying to achieve, exactly?
If Opsive needs the Player to be present in the scene-file itself, then don't rely on player-switching.
If you're trying to just not have a Player present in your main menu scene, you can create an &qu…
How are you transferring the parameter values? With ActionList: Run or ActionList: Set parameter?
Both should be valid methods of passing a parameter value from the ActionList its in to another. Is yours an issue with parameters in general, or sp…