It should kick in for whatever ActionList asset you assign in its Inspector. Try placing in a Debug.Log statement above the KillAllInstances line, i.e.:
Debug.Log ("Player stopped moving");
This sounds like a different error to the one you first reported. Are animations not playing, or are the Actions not waiting for them to finish? Or both?
I wonder if this would occur in a fresh project - or if it's unique to this one. Please try…
AC's built-in fade effect is performed in OnGUI calls, meaning it'll display above all else in the scene - including Menus.
There's no need to rely on a custom menu just for a different fade colour, however - you can set the fade texture to pure wh…
You can hook into the OnCharacterEndPath custom event to kill the ActionList asset:
using UnityEngine;using AC;public class CancelActionListExample : MonoBehaviour{ public ActionListAsset assetToCancel; private void OnEnable () { Ev…
Though it's likely not going to make a difference, the EventSystem call should be consistent:
if (KickStarter.playerMenus.EventSystem.IsPointerOverGameObject(Input.GetTouch(0).fingerId)){ return true;}
It should be something along those lines. …
What is the variable's value set to in the Variables Manager? If it's zero, you'll get this behaviour.
This also only works if the AC cursor itself is locked, but this is true of the default behaviour as well.
I will attempt a recreation - can you share a screenshot of your Settings Manager?
In the interest of extensibility, I shall also provide a way to override the default locked cursor position through subclassing.
I can't recreate such an issue. What is your AC version?
Please also provide screenshots of your Settings and Cursor Managers, the properties of your Hotspot menu, and a typical Hotspot Inspector.
A sudden change wouldn't occur for no reason. When were things last working? A previous AC or Unity version?
What animation engine are you making use of? Are you crossfading/transitioning to the new animations, or should they be changing instant…
You can call the PlayerInteraction script's GetLabelPrefx to get the text before "door" for a given Hotspot / item combination:
string prefix = KickStarter.playerInteraction.GetLabelPrefix (hotspot, KickStarter.runtimeInventory.SelectedIt…
Bear in mind that the ActionList in question would have to be running in the background - or the Document menu would have to be interactive during Cutscenes - otherwise gameplay will be blocked for the duration.
The first script did have issues wit…
What do you mean by attaching a "target" to the camera? AC's First Person Camera doesn't have a target in the regular sense that other camera types do.
This camera type isn't designed for third-person / collision behaviour, but it is pos…
Welcome to the community, @miccel123.
I'm not quite sure of the context, here. What is it you're ultimately trying to achieve here? Component variables can be read/set through Actions - you don't need to resort to a custom script for that purpose…
See the Manual's "Remapping inputs" chapter. You can override the InputGetFreeAim delegate with a custom function that takes a Float variable's value into account.
Create a new Global Variable, make it a float, and link it to Options Dat…
I can't recreate the issue of a Constant ID not being assigned, but you can try manually adding one to the Player's Skinned Mesh Renderer and then assigning it.
The Player script already has built-in functions to Hide and Show it's renderer, howeve…
I only used what forums and tutorials on the Unity website covered. The locomotion aspect of that controller is little more than what's in the screenshot.
https://iceboxstudios.co.uk/stuff/Humanoid.unitypackage