Thank you, I will attempt a recreation.
You can prevent the looping by selecting the animation clip's asset file and unchecking "Loop Time" in its Inspector.
What's your Unity version, and let's see a screenshot of the transition's properties (from "itemsfiskaranimation" back to the default.
Also, temporarily mute this transition - does the Action then complete?
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This should be enabled by default for the Sound prefab, and is indeed necessary for sounds played from paused menus. I shall add a warning to the Console, however, if this is not the case.
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If it's scene-dependent, anything special …
If the AC cursor is simulated (i.e. moved with a controller, not the mouse), then you can vary it's speed with the PlayerInput component's Cursor Move Speed value. This can be found in the Inspector of the GameEngine GameObject.
Through script, yo…
You do not need to modify the transform rotation - calling SetRotation will handle that:
Quaternion newRotation = Quaternion.Lerp(acPlayer.transform.rotation, playerAngle_180, 0.1f);acPlayer.SetRotation (newRotation);
Be aware, though, that since …
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Yes, you can read:
AC.KickStarter.playerInput.mousePosition
Which will return the AC's cursor position, regardless of how it is controlled.
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Yes, you can map and override to AC's InputMousePositionDelegate. See the Manual's "…
Apologies - I was mistaken. This is related to the animation, not the script I mentioned earlier.
Your previous Object: Animate Action is set to wait until the "itemsfiskaranimation" clip has finished playing, but this completion isn't r…
Thanks for the clarification.
I can't reproduce such an issue, but searching the Unity forums for reports of similar issues suggests that this is indeed an issue with Unity.
This thread in particular offers a few potential workarounds:
https://for…
If you're not using AC's First Person Camera, then it'll be down to your own script to provide it. This is how AC's First Person Camera does it:
if (canControlPlayer){ float minimumZoom = 13f; // Change to suit float maximumZoom = 65f; // Ch…
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It needs to be in the scene, but if it's placed on a prefab that's present in the scene at runtime then that'll work also.
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The script itself can be left alone - at least to achieve what you posted about.
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It can be anywhere,…
Does this error message have a red symbol beside it to denote it's an "Error" in the Unity sense?
And is this upon importing AC into an otherwise empty Unity project, or are you upgrading your existing 2018.4 project into the newer versio…
Let's try one more attempt at debugging. I'll PM you a modified version of the SceneChanger.cs script - this is found in your /AdventureCreator/Scripts/Game engine directory. Temporarily replace it with the modified file and share a screenshot of …
This can be done by hooking into the OnStartSpeech custom event.
Sample script:
using UnityEngine;using AC;public class PlayAudioOnSpeech : MonoBehaviour{ public AudioClip audioClip; private void OnEnable () { EventManager.OnStartS…
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There'll surely be a way to disable input on the Opsive Controller, but you'll have to contact the developer for advice. If your controller script has a function in it to enable/disable input, you can call it with the Object: Send message A…
As you're using a custom motion controller, that may be interfering.
Temporarily use AC on its own - you can do this quickly by dropping in the 3D Demo's Player character, Tin Pot, into the scene to override your regular player. He can be found in…
Is AC involved with this motion at all (i.e. using AC's First Person movement / camera modes), or is it all (camera rotation included) handled with your custom script?
AC's free-aiming first-person mode invovles turning the camera up/down, while tu…