All right - see the bottom of the Downloads page. There's a new template for creating "item arranging"-type puzzles.
Again, the scope for variance/customisation with this kind of puzzle is too great for a "one size fits all" so…
As this only appears to affect rotation, it's unlikely this is related to the player. Still, since you are using some non-AC/Unity scripts, drop Tin Pot into your scene and see if it still occurs. If so, we can rule out it being UCC-related.
If y…
Nearly there. Just make your "closeAllMenus" function public:
public void closeAllMenus(){
It'll then be an option in the event drop-down.
If you place this component on a GameObject, and then make it a prefab, you can then reference t…
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The script works by creating its own custom menus based on the default Hotspot menu.
Apologies, but I understand your needs now - the script works by hooking into the Highlight component, but you want them to show at all times.
I've update…
My feeling is that trying to manage/read/set list values in Actions would make things much too cumbersome and more trouble than they're worth.
In the specific case of your example, a workaround would be to create a list of "room" inventor…
To pause the game - yes. Integrated with Steam - no.
AC can be paused/resumed in two ways via script. One is to simply pause the game manually:
AC.KickStarter.mainCamera.PauseGame (); // PauseAC.KickStarter.stateHandler.RestoreLastNonPausedState…
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Sorry, I'm not clear on this. This is only an issue when returning from scene B back to scene A? So going from A -> B initially causes no issue? But the "Move to Point" Action in question is in scene A?
How does the player a…
This is actually an intended restriction, since with a "radial" search it's possible to go off-screen in all directions. I shall, however, make this restriction optional.
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That shouldn't be the case. You're specifically sending the "Turn Off" command, and not "Kill"? Though this shouldn't be necessary, it is also possible to move the Trigger's Actions into a new Cutscene, and then have th…
No problem - the "root" refers to the topmost-level in the Hierarchy. In this case, your Player's root is the "Fia" GameObject.
I've made a quick tweak to the camera package, which may or may not have an effect. Give it a go, …
Correct - you will need to update your GetOwner and OwnerIsPlayer methods with an integer parameter, i.e.:
public string GetOwner ()
becomes:
public string GetOwner (int index)
This allows for custom translatables to define different owners for …
When exactly do these messages show, and what versions of AC/Unity were you previously using?
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In Player.cs, find lines 430 and 441, and replace "FirstPersonCamera" with "firstPersonCamera" (lower-case 'f'). Does that re…