Not unless you disable free-aiming, and rely on a custom camera for your turning. AC requires that it's own motion system works by turning the player left/right, and the camera up/down.
AC's Action API was updated in v1.66.8, as per the changelog:
* Custom Actions that override the AssignConstantIDs function need to add the bool parameter "isAssetFile"
This means that any custom Action that has the following:
override …
The Sound: Play one-shot Action works by calling Unity's PlayClipAtPoint method, which doesn't allow you to specifiy between 2D and 3D sounds.
However, my above suggestion of using the scene's "Default Sound" object instead should be a va…
If you were using separate default Actions, then yes - locking the menu before the speech would be the correct approach. However, the Action about should combine both tasks in one.
Is this associated with specific Sound and RememberSound components?
v1.60 brought the Sound: Play ambience Action, which is the recommended way of playing looping ambient sounds in a scene - as this does away with the need to have a dedicated Soun…
It does sound unique to your own game. You could, however consider using events to play the correct audio through script, depending on what item was used.
See the OnHotspotInteract and OnInventoryCombine events in the Manual's "Interaction sc…
When its Size is set to Automatic, an AC Button should resize to fit the background texture if it has no Label text.
However, AC Menus are best used for rapid prototyping. For best control over a Menu's appearance, use Unity UI.
Only a Slider can connect automatically to the loading progress. For anything else, you need to access it through script:
KickStarter.sceneChanger.GetLoadingProgress ();
For a circular sprite, select the UI Image component, set the Image type to …
Is the SFX the only thing you want to have in the case of an unhandled event?
You can define "global" Hotspot/Inventory unhandled ActionLists in the Inventory Manager. Those you define on specific Hotspots and Inventory items are only ne…
Click on the spike in your Profiler to reveal more information about it. Be sure to also enable "Deep Profile" too.
It could well be the speech audio. Are you auto-assigning them by name in Resources folders? With 7.5k of them, that'll…
SFX volume is determined by your Options Data, and is loaded from Player Prefs when the game begins.
You can reset the Options Data at the bottom of the Settings Manager, and then set the default SFX volume slider to it's highest value.
Sounds like it. You've set the NPC's "Motion control" field to "Automatic"?
What animation is set to play when the character is turning on the spot? Try to redirect your transitions to block what it's currently set to, to see …
I can't recreate such errors. What platform are you working on?
Instead of compiling directly in MonoDevelop, what occurs in Unity? Do the errors show in Unity? When building, or at all times?
Open up Speech.cs, and replace line 1498:
public R…
Thank you for the alert.
In ActionCameraCrossfade.cs, replace line 53:
linkedCamera = KickStarter.mainCamera.GetLastGameplayCamera ();
with:
runtimeLinkedCamera = KickStarter.mainCamera.GetLastGameplayCamera ();
I've recreated the node disconnection issue, that'll be addressed in the next update.
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As in, Action #4 in this screenshot?
Since the Actions aren't highlighting (only consider the scene instance, not the original asset), and since the node…
I'd need more detail, first. AC/Unity versions, @PinheadGames?
Let's see a screenshot of the character's full Inspector. What is the result of (temporarily) removing their Animator component?
Welcome back, @blogsabout.
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On a technical level, this is more of a Unity question than an AC one - since you'd be using Unity's Animator component - which supports layering of animation - to handle your character's animation.
AC can play a…