GetMovingTo will only be set for interactions specified in the Hotspot Inspector. As with the other related thread, I will look to see if unhandled use behaviour can be defined in the Hotspot. Please share your Settings Manager's full "Intera…
UpdatePlayerMovement is only called during gameplay, as it deals with the movement commands of the player (user), not the player (character).
I'm not clear on how you're using PlayerMovement to get the Player's rotation value, but this can be acces…
Those particular values would place the menu in the centre, so it wouldn't be affected by the side-borders. Passing the second parameter as true would cause the vector to be in a co-ordinate space relative to the border, however - see its entry in …
It would require coding, but not much. AC's variables are designed to be easily accessible through simple scripting - see the "Variable scripting" chapter of the Manual as well as the front page of the Scripting Guide.
This is untested, …
I can't tell if this is related to AC, or just your animation import settings. The floaty issue is typically resolved by tinkering with the Y Position settings in the animation import window.
With the jerky animation, I'm assuming this occurs when…
I do not recommend upgrading to a WIP version of Unity. 2019.3 is still in development, and prone to issues.
I will attempt a recreation, however. Please share screens showing the way your Player's root / Hotspot detector is set up.
You're calling CursorManager's GetLabelFromID function to form the sentence, which takes a cursor ID value.
If button is null, you can instead get the selected cursor ID value with:
KickStarter.playerCursor.GetSelectedCursorID ()
It works for me. What are your AC and Unity versions, and let's see a shot of your Settings Manager.
Before placing a slider in your options menu, set it's Link to value back to None and play with it's value in the Variables Manager at runtime.
T…
My guess would be that you'd need to have the reflected background placed physically in the scene as a Material on a Quad or Plane. Have it facing the mirror (and so away from the camera), and it shouldn't then be visible to the regular MainCamera …
Ah, I was being stupid. This will cancel the ActionLists whenever the Player stops moving, even if it's part of the original interaction.
Let's try hooking into OnCharacterSetPath to record the player's destination. If he's not within a certain d…
How is your player's root set up? Does he/she rely on a Rigidbody or Character Controller? Results are typically better with the latter, if you make use of Root Motion.
I believe it should remain at 4. If a variable is linked to Options Data, then the value you specify in the Variables Manager is only used to set it's initial PlayerPrefs value. Once this has been saved in the user's options, it should remain as s…
Seems to be somewhat erratic, and I'm not sure if this is a quirk of the Event System or not.
What does help (though this won't be desired for all game types) is to prevent cursor interactivity completetly. This can be done by duplicating Optional…
Ah. That code is correct, but is only dealing with interactions. Movement is a separate function. Same name, in PlayerMovement. Set this to:
protected bool UnityUIBlocksClick (){ if (KickStarter.settingsManager.unityUIClicksAlwaysBlocks) …
For multiple ActionLists, you can rely on an array instead:
using UnityEngine;using AC;public class CancelActionListExample : MonoBehaviour{ public ActionListAsset[] assetsToCancel; private void OnEnable () { EventManager.OnCharacte…
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No, but I can consider if this will be possible to add.
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You could have a "sequence" QTE by lining up a series of short single-button QTEs.