The message is there as an advisory warning. Are you looking to unlock the cursor, or keep it locked and hide the message?
To unlock the cursor, uncheck Lock cursor in screen's centre when game begins? in the Settings Manager.
To hide AC Console …
A Hotspot can be disabled by invoking its TurnOff function. But you can instead just disable the Interaction system completely, so that Hotspots are ignored anyway, by calling:
AC.KickStarter.stateHandler.SetInteractionSystem (false);
And then ca…
By design, as most property types wouldn't be suitable for "stacking", i.e. Strings and PopUps.
I can see how this might be useful, though. How exactly are you reading and making use of your property values?
Which constraint field are you looking to access, exactly? The Lock? field in the "Horizontal movement" panel?
See the GameCamera2D script's entry in the Scripting Guide here. The above field is controlled by the lockHorizontal property…
A Remember script would be required, but it's likely that Remember Visibility wouldn't be the right one, as it looks like the costume asset works by adding the costumes in at runtime, rather than hiding/showing them.
It is possible to write custom …
The display of the Capsule Collider componet in the Scene window is handled by Unity. Check to see if the "Capsule Collider" entry in the Gizmos list (top-right of the Scene window) is enabled.
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The one provided by Unity? This is…
By "Adventure Sample", you're referring to this tutorial?
The PlayerStart uses a regular Mesh Renderer to display the blue arrow, so if it's not showing up in the Scene window, but is in the Game window, that does sound a bit strange - th…
Welcome to the community, @777Super.
I'm not familiar with the above game - but after giving it a look-over, I'd say a lot of it is deceptively simple. While the interactions are generally not too complex, there's enough variety in them for me to …
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That's it exactly. If you did need to go in and apply any other changes manually, you can hook into the OnStopSpeech custom event also, but the first phoneme frame will be considered the "rest" frame.
No - the character's movement speed is controlled by the motion controller. As I said, things are a little more tied together when using root motion.
If you need to tweak the AnimEngine file, however, you can duplicate it, rename it, and use it as…
Yes and no. This should be possible by hooking into the OnMouseOverMenu custom event, but this is not currently called when dragging inventory items over menu elements that items can't be dropped onto.
I shall correct this in the next release. On…
This is for a player character, I take it. To clarify: when you say "movement control", you're referring to the way the user actually moves the player character around the scene? If so, elaborating on exactly what style of movement you'r…
Component variables certainly are designed to be changed over the course of the game, but the behaviour you're experiencing is as intended. While Component variables can be prefabbed, each scene instance of such a prefab is treated as its own set.
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Welcome to the community, @gferrari.
This is on a mobile device, I take it.
Yes, interactions occur by default on the "touch down". However, it is possible to rely on a custom interaction system that instead reacts to touch releases.
S…
Welcome to the community, @maxwell167.
I'm afraid I'm getting a security warning in my browser when I try to view your screenshot - would you mind reuploading it to imgur?
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It certainly should be, but 2D collision detection is handled by Un…
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Having a loop like this should be avoided, and is the very reason that Active Inputs were created.
With Active Inputs, you don't need to use the Input: Check Action. When it's time for the Player to press the space bar, the current ActionL…
Yes, this controls the pitch angle. It should be in an Update/LateUpdate function - this is my mistake and I will correct it.
However, it's not so simple a case as renaming the function - there is more to do which will be addressed in the next upd…
If a Label element's Label type is set to Hotspot, then you can check Show pending Interaction while moving to Hotspot? to enable this behaviour.
However, the Menu that holds this element would have to be displayed even when the mouse is not over a…