This field's value is copied over to the Music component when spawned. You'll still need to update the original field, but try also updating the Music instance:
AC.KickStarter.music.playWhilePaused
Certainly placing both locations in the same scene and using cameras to cut between them is a viable option. You can also switch between two NavMeshes with the Scene: Change setting Action.
The biggest impact of loading times will be the same caus…
Certainly placing both locations in the same scene and using cameras to cut between them is a viable option. You can also switch between two NavMeshes with the Scene: Change setting Action.
The biggest impact of loading times will be the same caus…
Where in relation to the camera is it spawning? You can dynamically position it in front of the camera with e.g.:
float distanceFromCamera = 1f;spawnedObject.transform.position = Camera.main.transform.position + (Camera.main.transform.forward * di…
No problem - the demo games can be left out if you wish by unchecking the "Demo" and "2D Demo" folders when the "Import package" dialog window appears.
This has been reported before and, so far as I can tell, isn't inherently an issue with AC - just a knock-on effect of it's default behaviour.
See this thread for my past suggestions on this topic.
When re-loading player data, AC will search your …
Yes, I think it's due to the centre-points of the "Equip" and "Back" buttons being more to the left than the "Use/Combine" button - since they're a lot more narrow.
Try setting their Size fields to Manual, and increasi…
As your original post mentioned moving to the left, my example code used "-1f", which causes leftward movement. For right movement, use "1f" instead.
Note that if you try to invoke the Horizontal input button manually (i.e. via…
Yes, both of the above methods are viable. Only ActionList assets can survive scene changes, but as @kloot points out this should only be considered if you want the game to physically change scene during this time.
On the "OnStart" metho…
Restarting Unity should solve it, though it's best practice to place any custom Actions in a new folder outside of your AdventureCreator directory, and then point to it via the Actions Manager.
Indeed, ActionLists are best treated much like coding functions, where each list performs a single task - with multiple arranged together in sequence if need be. AC's new Timeline tools, too, help to reduce the number of Actions needed during Cutsc…
@Incognito402: You're referring to this page?
To assign a camera in the Scene Manager's "Default camera" field, you need to refer to a camera with the "Basic camera" component. See the Manual's "Custom cameras" chapte…
Welcome to the community, @jeanini.
The screenshots don't show any issue, so the problem may be related to your character. If you enable "Gizmos" at the top of the Game Window while the game is running, you should see a blue line pointin…
It just needs to be in the scene, though it's more of an example than anything. The code that actually handles the inspection/rotation is separate, and would need to be on the "evidence object".
Any Manager field can be changed at runtime through script - just right-click the field's label and choose "Copy script variable". In the case of the Perform lipsync on field, it's:
AC.KickStarter.speechManager.lipSyncOutput
This can be…
Any Manager field can be changed at runtime through script - just right-click the field's label and choose "Copy script variable". In the case of the Perform lipsync on field, it's:
AC.KickStarter.speechManager.lipSyncOutput
This can be…