Purely done through the standard Actions, I suppose you could do it by deducting 10 as normal, and then adding on the value of "Reserve_ammo" if it's negative.
Say it's 7 to begin with. Upon reloading, "Loaded" and "Reserv…
You can use a custom script to create a string of the current time in whatever format you want, and then use it to update a Global String Variable's value, i.e.:
AC.GlobalVariables.SetStringValue (varID, myTimeString);
This variable's value can th…
I shall attempt a recreation of the Action error message - that's indeed a bug. Can you share the error message in full (stacktrace included)?
About the item removal - seems it would just be worth having a Remove last selected? option incorporated…
You can't change your game's original language text via a CSV file import. (By original language, I'm specifically referring to the text actually stored in Menu properties / Actions etc).
However, what you can do is prevent this original language …
Slider elements are not given a label property / direct translation when used in Unity UI-based Menus - the "Music volume" text field, for example, shouldn't be visible in the Slider's properties.
You'll need to link the Text compoents to…
The ITranslatable interface can be used by MonoBehaviours as well as Actions. So long as it's in a scene listed in Unity's Build Settings, the Speech Manager should pick it up.
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I believe so.
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You may need to make the LShiftTabPause function public. An alternative would be to use Object: Call event, used to call this function (also public) when attached to a prefab asset file.
I wouldn't recommend calling …
The Character Controller is a Unity component designed to make it easier to script character movement.
AC defaults to the Rigidbody / Capsule Collider, but the Character Controller can sometimes be more appropriate (e.g. if using root motion, at le…
OK. Which Unity version are you using? Just to be clear: your Tin Pot has Root Motion checked in his Animator?
Most of the third-party components on your Player won't be related - LipSync, UMA Expression shouldn't contribute. Dynamic Character A…
I see. You're referring specifically to the above "RogoLipSync_SetEmotion" Action, then?
It's still essentially just calling Rogo LipSync's own SetEmotion function, so how this gets affected by regular lipsync playback is a question for …
At what point are you testing the overlay? During gameplay?
Try this code instead - it's safer than the above, since it should also work if the game is paused - and also turn off AC completely:
// PauseKickStarter.sceneSettings.PauseGame ();KickS…
OK, I've kind of got a similar behaviour. The Player's path is surviving the scene change, but it doesn't prevent me from moving.
I'll take it from here, but will report back if I need testing / more info.
Is your player relying on AC's built-in movement options, or a custom motion controller?
You can bring up AC's status box in the Game window via the bottom of the Settings Manager. Does it show that the cutscene is running when it should be - and …
Yes, indeed - however, it seems to only work on my end when replacing "color.linear" with "color.gamma" - even in linear space.
This may be platform-dependent. So far I've tested with a Mac - are you using a PC?