There is currently no "Interaction on let go" field, but I agree that there should be - and I'll look to add one in the next release.
In the meantime, it is possible to hook into the OnDropMoveable custom event and have it run an ActionLi…
All right. I wouldn't need the whole project, though.
Send over your full set of Managers and Menu-related assets (fonts etc), as well as a sample scene to test them in, and I'll see what's what.
Are you still using AC v1.66.8 or have you updated…
Welcome to the community, @NobaveDevelopers.
AC supports the "vanilla" TextMeshPro component - see the Manual's "Supported third-party assets" chapter. To enable this support, you just add "TextMeshProIsPresent" as a …
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And what difference did that make?
Unless your "hook" object is falling due to the Rigidbody, I can't see what might be wrong - recreating the same setup from your images doesn't cause such an issue on my end.
Your Trigger's posi…
OK, I see.
Yes, in this mode the Move Speed float is speed only - it doesn't account for direction.
Add this script to set to new parameters, ForwardSpeed and RightSpeed, to correct values:
using UnityEngine;using System.Collections;using AC;publ…
I would like to see the Console results first, please.
The script's default "Menu Name" Inspector field is set to "Hotspot", whereas your own Menu is named "Hotspots". Did you update the Inspector field to match this?
On this platform, the Action works by calling Unity's Handheld.PlayFullScreenMovie function - where the Path to clip file is set as the function's "path" parameter.
It may be that StreamingAssets must be in the Assets root directory, but …
If your Hotspot detection method is set to Cursor Position then the Hotspot you're hovering over will be activated - even if the cursor is locked in the screen's centre.
The "InteractionA" input is equivalent to a left-mouse click. If you map that to the "f" key in Unity's Input Manager, then that can be used to run a Hotspot interaction.
What's the selected object in the screenshot? The fish? As the object names aren't in English I'm afraid I don't know what I'm looking at here.
Let's see the Trigger object, as well as the object with the "krook" tag.
The Trigger's def…
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If you would like to the "Animation engine" field to change to "Automatic" whenever the Player moves along a path, you can do so by hooking into the OnCharacterSetPath / OnCharacterEndPath custom events:
using UnityEngin…
It won't lock the cursor when it should.
Cursor locking is typically used in first person games, and involves the cursor being locked in the centre of the screen. It's either done through Actions, or by invoking the ToggleCursor input.
I'd recomm…
Having coloured underlines is a fair suggestion - but the advantage of having a dedicate "node" icon is that it provides a quick way of opening the ActionList.
Oddly, I can't encounter an issue exactly like your screenshot - the node icon…
Do you mean "ActionList asset" instead of "ActionList prefab"? Apologies for sounding pedantic, but this is an important difference.
By "explicity setting it to false", you mean with the ActionList: Set parameter Acti…
You'll need to create the same number of Options in the Dropdown as you have in the Cycle element. AC will override their labels, but they need to exist first.
I've updated the tutorial to be dynamic, so that the Cycle's options are set at runtime…
Do you mean that the live Animator window is showing that the correct animation is playing, only for it to have no effect?
I can't share much specific advice without seeing screens of your actual setup, but make sure that you've given the sub-layer…
No need for anything so complex. If you're using a gamepad, set your Settings Manager's Input method set to Keyboard Or Controller.
When set to this, interactions are invoked via the "InteractionA" input - which are the gamepad equivalen…