Save data loading can't be "manually activated" in the same way that scene loads can be, but the OnBeforeLoading and OnFinishLoading events can be hooked into to run additional code during this time.
The Always reload scene when loading a…
You are getting an error message at 1.19 in the first video - please show it in full.
I'm afraid these videos are not clear in explaining the issue - I don't know what is supposed to be happening, or what clicks you're making.
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What do you …
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Please elaborate with more detail and screenshots, I'm not sure what you mean.
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Fix for which problem, and what's clunky exactly?
As Hotspot names are not shown at all times by default, the default behaviour is that Hotspots require…
This sounds like a separate issue. I expect this is down to your full-screen menu preventing the Hotspot from being interactive - rather than the Hotspot menu not showing. If the Hotspot menu is rendered with AC, it will show on top of Unity UI me…
I'd recommend increasing the agent radius more than how you have in the screenshot to keep the NavMesh further from the edge.
You can have AC characters stick more rigidly to the NavMesh by increasing the Settings Manager's Destination accuracy sli…
UFPS requires that it uses its own camera for rendering, but the AC MainCamera would only be used if you take control away e.g. during a cutscene. In that case, post-effects would be required on both cameras.
There isn't an Action, but there is a script function:
AC.KickStarter.playerInput.EndConversation ();
You can trigger this with the Object: Send message Action by sending the message "EndConversation" to the GameEngine object.
OK. In v1.70 Document menus that pause the game will remain showing if the Pause menu is turned on during this time. This is so that it's display state is optional, and left to the designer.
You'll be able to lock the Document menu using the Menu…
NPCs will only attempt to keep out of the Player's way when idle, but this is also limited to NPCs who are not following a character - to avoid conflicts with that system.
I shall look to see if the two can be used together, but you can "quick…
It's a bug with PostProcessing, then. The thread does offer a few suggestions, in particular that made by manutoo on 5 Sep.
I wonder if this also occurs if when affecting the Lens Shift value of a physical camera. As another test, try disabling t…
See the Manual's "Direct movement" chapter - direct control does not rely on pathfinding. The NavMesh Agent should not be used, and the baked NavMesh will be ignored. Attempting to have a direct-control character only move when above a N…
What were you doing before this occured? It shouldn't have started randomly.
Try this:
1. Close the AC Editor window
2. Delete the References file
3. Rename "References 1" to "References", and remove all others.
4. Restart Unit…
Try using the Engine: Manage systems Action to change the Movement method to None before the camera switch occurs. In first-person mode, camera switching is limited to cutscenes.
The camera is updated in Update, but the MainCamera that attaches itself to it does so in LateUpdate.
However, both of these are controlled by the StateHandler script - camera scripts do not update themselves.
You may also want to consider use of …
The sliding occurs because the character camera is fixed in place, while the MainCamera is scrolling.
AC scrolls 2D perspective cameras by changing it's internal projection matrix. This allow for a "Ken Burns" effect whereby vanishing po…
You can manually lock the cursor through script with:
AC.KickStarter.playerInput.SetInGameCursorState (true);
If you want to alter the state of the Hide cursor when locked in screen's centre? field at runtime, you can get an API reference to it by…