Can you elaborate on what you mean by "choppy"?
If you're controlling the fading at all times upon loading, it may be that the Remember Visibility component is not strictly necessary - though you should first precede the Actions with one …
First of all, while a custom Action can indeed set the motion control value when desired - you can also rely on custom events to change this for you whenever the characer begins and ends a path.
Something like this would do it:
using UnityEngine;u…
What are your AC and Unity versions?
I don't know why/if this is related to another asset, but the material method of movie playback (and the use of MovieTexture assets) is being depreated by Unity, so AC is having to follow suit with 2017.2 onward…
If you don't click on the NavMesh, then the neareset NavMesh to the cursor will be found by simulating clicks on the screen beneath the actual cursor. It may be that this doesn't work if the actual NavMesh is outside the screen area.
I shall attem…
So the cursor position doesn't matter - only that a button is held?
Doesn't seem like AC even needs to be involved - a custom script to detect the button input, and rotate an object if so - would be best. Something like:
float turnSpeed = 5f;void…
Sorry - are you attaching multiple AudioSource components, or using a single AudioSource to play different clips?
If you're changing which clip and AudioSource plays, you'll need to ensure that the reference to the clip is saveable. This essential…
I recommend only dealing with scene-based ActionLists, and not assets, during runtime as the behaviour may differ once in a build and not in the Unity Editor.
If the day is stored in a Global Variable, you can use the Variable: Check or Variable: Popup switch (if a PopUp) Actions at the start of the ActionList to then run a different ActionList depending on what day it is.
Of course, you can also modify …
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Be sure to include full details about the prob…
Locking menus would prevent both Subtitles showing, and would also interfere with locking/unlocking states that may occur as part of the Interaction itself.
Again, though, it can all be done with events.
What sort of actions / interactivity are you looking for?
It would be worth considering the use of Documents. Each note could be defined as a separate Document in the Inventory Manager, and the Document: Add or remove Action can be used to add the…
Saving during a gameplay-blocking cutscene is prevented automatically, and it's up to the scene's OnLoad cutscene to restart/resume any background ActionLists that may be need to be running during gameplay.
So long as you know what needs to get re-…
Set the NPC's Hotspot's Interaction source field to Asset File - you can then assign ActionList Assets, instead of scene-based Interaction objects, for each of their interactions. That way, these can be set in prefabs and will be retained when spaw…
The Tint Map works by changing the Sprite Renderer's Color field - which is pure white by default, so it's not possible to make it brighter. I suppose you could make the actual sprite brighter, and then darken it with a grey tint for normally-lit a…