I linked the "custom event" above to a tutorial, but the code I wrote should also do it - though you may have to rename the "Inventory" menu string.
See also the Manual's "Custom events" chapter for further explanation.
Spin constraint is possible so long as the Affect by field is not set to Look At Target.
If your GameCamera is relatively stationary, you should be able to get similar behaviour (with constraint) setting this instead to Target Across Screen.
The fade effect is drawn last in the render queue, so it will always appear above all else, including menus.
Using a full-screen black menu would be a workaround, but there is a wiki script that delegates the fade effect to Unity UI:
https://adven…
You can collapse the Action to reduce its size, but you could create a custom Action by duplicating the original (ActionSystemLock.cs) and removing the undesired fields/variables.
The Cursor and Input fields rely on the cursorLock and inputLock var…
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Not at all. Before the introduction of the dedicated Music system, that was how music should be played. The 2D Demo stil uses this.
I would need clear steps on how to reproduce this issue. From your screenshot, I wouldn't expect the &quo…
Your original script should set the input method Mouse And Keyboard - what's the issue, exactly?
To also change the input method to Keyboard Or Controller, it'd be easier to simply expose the intended input method as a control in the same Action. …
Yes, Global, Local and Component are all different places to define variables.
From the Manual's "Variables overview" chapter:
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As you've already defined the Variable in the Variables Manager, it'll either be a Global or Local (de…
There wouldn't really be a "general" way to do anything once-per game, since all systems are separated.
My main issue with having an official "once per game" option for the speech Action is that it would be tied to the Action it…
Thanks for the details. The video shows the problem, but not much in the way of clues as to why this would occur.
I think the only way for me to get to the bottom of this would be for me to see it for myself. If you're able to create a .unitypack…
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As this is a visual problem, can you elaborate on this with screenshots?
If two characters are each in separate regions of a Sorting Map, then their Sorting Orders should be different, and so they should be drawn in the correct order.
If t…
Indeed. The addition I mention above will be incorporated into v1.70.
With it, you'll be able to sync a particular track start point with the currently-playing one:
AC.KickStarter.music.SyncTrackWithCurrent (4); // replace '4' with the track's ID…
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Why is that? If this is a custom Action, they do need to all be in the same place, but their location should be unimportant. You could likely ignore their advice and just drag the Action scripts they provide into your own custom directory.…
No, it disables a lot - movement, interactions, certain inputs, menus and more.
You can, however, use the Engine: Manage systems Action to selectively disable certain systems during gameplay - so you could possibly have the ActionList run in the ba…
What's the appearance when reverting to the original code? Does 2018.4 cause it to display correctly?
It may be that Unity have fixed an error here, because AC's original code sets the Texture's "linear" property according to the active …
The OnFinishSaving event will be called once the save file has been written to. Use OnBeforeSaving instead to have the change made to Variables be incorporated into the save.
Going back to the original issue, the build error looks related to your …
I'm not clear from your wording - is the only issue to do with the NavMesh, or are other scene settings affected?
Does the player move around the NavMesh when walking to the Marker, or does he ignore it?
You say this occurs only when going from (l…
The Action's class name must match it's filename. Your script shows the class name is "ActionSetMouseKeyboard", but your error message suggests the filename is "Action_setKeyboardMouse". Rename this to match the class name and …
As the Console is telling you, your Manager asset files have become unset.
Go through each of your Manager tabs, and re-assign your "Mossen_" Manager assets to each one.
If you used the New Game Wizard to create these Managers, you shoul…