Welcome to the community, @jchx.
Getting a character to reach a precise position smoothly is a bit of a task in any project - AC or not. Difficulty is also compounded considerably when root motion is involved.
The Manual's "Precision movemen…
Well, unfortunately that was more of a test than a fix. That'll actually cause issues with other menus, and unless I can recreate the issue myself it's not a change I can make officially.
Knowing that this addresses the issue, however, does mean a…
If you link the Slider to a "Float" Global Variable, you can match the variable's value to the correct volume when the menu turns on, and then match the volume to the variable's value when the menu turns off.
Using the music volume as a t…
If your UI is connected to AC's Menu Manager, you can control the handling of Buttons within the Menu Element's properties.
However, you don't need to connect a UI Button to AC just to run an ActionList. Any ActionList asset can be run by calling …
By default, subtitles will always be displayed if there is no associated audio. This can be changed via the Force subtitles to display when no speech audio is found? option in the Speech Manager.
If the ActionList that controls the speaking is in the background, then so too will the speech. See the Manual's "Background ActionLists" chapter for more.
For their speech audio volume to change with distance, make sure their AudioSourc…
Don't get me wrong - both AC's own system and Unity UI are valid options. But since AC's relies on Unity's legacy OnGUI system, which Unity no longer update (and are slowly phasing it out), Unity UI just offers more options so far as refinement goe…
AC won't deselect an item when hovering over a Hotspot, but again you can use OnHotspotSelect for this. If you record the selected item before deselecting it, you can also restore that item afterwards with OnHotspotDeselect.
Attached to the Hotspo…
I would say it's fair to consider providing an index property for these functions, but because of the upgrades involved for those with existing implementations, it likely wouldn't be part of a minor update.
However, you could be a little bit sneaky…
I can't see any problem with this either, I'm afraid - though the Menu's Position type was set to Manual initially.
Unless I can recreate the issue, there's not too much I can suggest. There are, however, a couple of changes you can make to AC's M…
IsGrounded will generally only be called if the motion control is automatic, as will the effects of Ignore gravity?. Again, I can't offer much from this alone, but if all's fine now I wouldn't worry about it.
Code formatting just requires at least one indentation for all lines.
For the sake of completeness, you can also adjust the speed of the "simulated" cursor speed via:
AC.KickStarter.playerInput.cursorMoveSpeed
You can also configure thi…
Not in the sense that you can define what items a "constructed" item consists of, but you can do it with a series of Inventory: Add or remove Actions.
The above Action also provides a replacement option - one for one. If scripting, you c…
I don't see the link between the "Use" interaction and an Inventory item - did you mean a "Use inventory" interaction, so that it only shows the active graphic if a valid interaction is available?
If so, you can uncheck Show Act…
The Player can be present in the scene file - the runtime instantiation is just a convenience. A local instance of the player will override the one listed in the Settings Manager.
There exists an OnSwitchCamera custom event, which is called at the beginning of a camera transition. If the transition is later made instant, e.g. by skipping the cutscene it's a part of, then this will be called again with a transition time of ze…
Yes, the green highlighting etc is all part of AC's default interface, which is intended as a placeholder more than anything. The key features of a typical adventure game interface are there - inventory, subtitles, etc - but it's possible (and enco…
The owner is assumed to be the same for all lines found in the iTranslatable instance. For separate characters, you would curretly need separate instances.
What's the context here?