Does this character animate as expected when moving around without the use of Timeline?
Check your Console for warnings. You should have been getting a warning while "Turn root object in 3D?" was checked - is this the case if you tempora…
It sounds like this is a Unity issue: a similar discussion on it can be foud here:
https://discussions.unity.com/t/parser-failure-at-line-2-expected-closing/1654688/7
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I'm not quite sure what you mean. You can check Is disabled? in the act…
You might try just re-selecting the Inventory item if it becomes de-selected. You can do this with the Inventory / Deselect event in the Events Editor, passing in the ItemID parameter it generates into an ActionList: Check parmeter Action (to check…
KickStarter.playerInput.CanKeyboardControlMenusDuringGameplay = true;
If you want to force the selection of a given Menu element, call the Menu's Select function.
To be clear: the issue is about the walk animation not being played?
Are they both moving along a similar path, or in different directions?
The main difference I'm seeing between the two characters is that the Player has Turn root object in 3D? un…
You can still have music play while the game is paused - just check the option for it in the "Music Storage" window when using the Sound: Play music Action.
However, you can also prevent the Player from moving and interacting at any time …
The Sorting Map sets the scale of the character based on their Y-position in the scene (to give the illusion of depth).
If your scene has one, it'll be listed in the Scene Manager. Do you have one assigned? If so, you can uncheck its Affect chara…
Try the same method as in the other thread, i.e. swapping out the Managers (fully and then partially) for that of the Demo game.
In Demo_MenuManager, you can alter the Inventory menu's ShiftLeft button to crossfade to the Pause menu to have it beha…
Add an ActionList: Comment Action to the top of the ActionList, to print some debug text to the Console when run - that should give the clearest check that it's not being run twice. Bear in mind that the code snippet above also runs the ActionList.
Thanks, with this I was able to reproduce the issue.
I'll see this gets fixed in the upcoming update. If you remove Localization for now, it should work in the meantime.
Welcome to the community, @Who_are_you.
If the Right input stops working, it'll typically be down to one of three things:
* The input has been disabled (either the Active Input itself, with Input: Toggle active, or the Input system entirely (Engin…
This is with all of the 3D Demo's Managers loaded?
Does sound like a project issue. You might try copying over your various ProjectSettings asset files from the working demo project, though I can't think what the cause would be.
Instead of immediately disabling the AC MainCamera, you can call its FadeOut function to have it fade to black. Though, even if you set a transition of zero, you'll still need to hold off turning off AC until you later disable the camera / enable t…
The item in this case - given the stacktrace - is becoming deselected because of an Inventory: Select Action with a Select type of Deselect Active being run.
You can use the Actions Manager to print a list of instances of this Action in the Console.
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The translation data will be stored within the Speech Manager, but you could try swapping out your Settings and Menu Managers with those of the 3D Demo, i.e. Demo_SettingsManager / Demo_MenuManager.
Conversely, you could try running the 3D …
Containers would be the right call if the item "stays" in the slot, similar to how the equipment system works.
Are you just looking to run an ActionList when the Button is clicked with an Inventory item selected? Sounds like you could ju…
You'd want to set them at the same time you run the ActionList. How are you currently running it?
Typically such dynamic content is set via e.g. the Set Interaction Parameters component, which lets you set values based on a Hotspot interaction, bu…