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No, this is for the character's change in position along the y-axis.
If you're only dealing with moving forwards and backwards, you don't need a 2D Blend Tree - 1D should be enough, mapped to the character's movement speed float parameter.
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Thanks for the clarification.
AC relies on Unity's own audio system for sound playback - i.e. AudioSources and AudioMixers.
The next AC update will incorporate the above-mentioned OnPlayFootstepSound event so that you can more easily hook in a cus…
Again though, AC version?
That this occurs with a controller suggests it may be down to the setup of the Horizontal/Vertical inputs in Unity's Input Manager. AC doesn't read where those inputs are coming from - just their values.
If tweaking thei…
AC and Unity versions?
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I can't recreate this with AC alone, so it may well be a Rewired issue. Try temporarily removing it to confirm.
What else are you doing in the ActionList that changes the scene? Is there any cutscene beforehand?
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Ah, I thought you were referring to the AC cursor.
Yes, this should be an option - or the above should affect the system cursor. Either way, I'll look into it.
In the meantime, you should be able to enable this by opening UnityVersionHandler.cs, …
There are several reasons why this isn't the case.
However, it is possible to do this on the ActionList level, i.e. run an ActionList asset file multiple times - setting different parameter values each time it's run.
To do this, check the ActionLi…
To save the "state" of a sequence, it needs to be mapped to a variable.
In the Variable: Run sequence Action, check Save sequence value? and assign a variable. Clicking the cog icon in the Action's UI will allow you to auto-create a vari…
This isn't possible if you're using Hardware cursor rendering, but is if you use Software. Check Always keep cursor within screen boundary? in the Cursor Manager.
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I'm not sure what you're asking about how to fill in the lines in the dropdown, because that's exactly what the tutorial shows. Can you share a screenshot to show the actual issue?
As for limiting choices to only those permitted: this is a…
As in, toggle the value of the Settings Manager's Force aspect ratio? field?
Manager fields in general do not have dedicated Actions to change their values, but you can write custom Actions to do just this.
To get an API reference to a Manager fie…
I shall see if the Manual can better explain things, but be aware that it's possible to have any type of scene-based ActionList (e.g. a Cutscene or an Interaction) to rely on an ActionList asset for its Actions. That method should allow it to exist…
You can change the value of any Manager field at runtime through script. Right-click that field's label to get an API reference to it.
In the case of the "Turning type" field, this is:
AC.KickStarter.settingsManager.directMovementType
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It's intended more for when loading scenes aren't used, sure, but it does allow for the Delay before and after (s) field, which I'd previously suggested for your earlier loading screen animation issue.
Welcome to the community, @Repinus.
AC has a split-screen feature which you can enable with the **Camera: Split screen" Action, but it works by dividing up the game window - with each half rendering a different GameCamera.
As for rendering to…
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The Hotspot label override only affects the text within your Hotspot label element - not where it's position is. To have this follow the cursor, set the Menu's Position type field to Follow Cursor.
If this is different to the way you norma…
Sorry, but I'm not following what it is you're asking for, here. Are you now using an independent script system?
The FootstepSounds component has two modes - one relies on animation events, and the other just plays clips at set intervals. You can…