What is the duration of the "idle" animation that your Player is playing before the one-off animation is triggered? I would be willing to bet it is 14.6 seconds.
For whatever reason, it seems that it is taking more than a frame for the A…
I don't believe that would be widely-useful enough to warrant inclusion.
Another method would be to create a new Vector3 global variable, and use that to temporarily record the player's position using the Object: Record transform Action in between …
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This is already possible by right-clicking the preceding Action's output socket. I am open to suggestions on how else Actions may be auto-located.
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These are somewhat dependent on what control Unity offers custom windows, but I shal…
In order to save a change in portrait texture, both the original and new textures must be given unique filenames and placed in a Resources asset folder. See the Manual's "Saving asset references" chapter for more.
In order to save the st…
GetItem returns an InvItem class - not a List. A simple null-check on the result can be used to determine if the player is carrying the item with the supplied ID value.
Only BackgroundImage is specific to 2.5D games - the others apply to all types.
"Ignore Raycast" equates to Hotspots and NavMeshes being disabled, since the cursor is no longer able to detect them. The layer your backgrounds are on has n…
Triggers are not involved here - they involve physical objects in the scene being detected, not the mouse.
The OnHotspotDeselect can similarly be used to run an ActionList when the mouse leaves a Hotspot.
using UnityEngine;using AC;public class Mo…
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By this, do you mean the Unity UI cursor, or the hardware one that should be hidden?
If you're referring to the Unity UI cursor, what is the state of the Animator window at this time? Double-click the Controller field's "Move2" a…
If you made no adjustments to your Time settings, then no - there won't be anything to change there.
It's a difficult one to pin down, as at this point it's hard to say if the issue lies with Unity or AC. I'm leaning towards the former as there is…
You can lift this restriction if you add and configure a Remember Transform component to the prefab being spawned. See this compoent's entry in the Manual's "Saving scene objects" chapter for more.
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Did you set the Texture type to Cursor? Let's see a screenshot of your settings.
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As this graphic is now the hardware cursor, it's likely hidden automatically by your system's "print screen" operation.
Create a folder inside (game name) named Resources, then move the clip into that. See the Manual's "Saving asset references" chapter for more on this topic.
Replace the above with this, then assign the Hotspot in the Inspector field:
using UnityEngine;using AC;public class HotspotEventTest : MonoBehaviour{ public Hotspot hotspotToCheck; private void OnEnable () { EventManager.OnHotspotT…
You can add a hook to the OnHotspotTurnOff custom event:
using UnityEngine;using AC;public class HotspotEventTest : MonoBehaviour{ private void OnEnable () { EventManager.OnHotspotTurnOff += MyHotspotTurnOff; } private void OnDis…
Thanks for the added info - the annotated screenshot was the info I was missing.
Yes, it would be safer to programattically generate and run an ActionListAsset - but only if the ActionList as a whole cannot be skipped by the player by invoking the …
A transparent PNG is perfectly possible - try this.
In order to have the animated graphic follow the mouse cursor, you need to assign the "Rect Transform To Position" field in the script's Inspector. Unless the animation controls the Raw…