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I cannot recreate from what you've shared. In private, PM me a .unitypackage file of the character's prefab and associated assets (Animator / animations / sprites etc), and I'll take a look.
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If they all share the same Animator, the…
You say 2 separate children, but then say one is on the root.
Move the Trigger to a child of the root - and configure it to detect objects by tag, and assign a tag that the other Triggers have been tagged with. The next AC update will provide an o…
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I'm referring to your own code, where you call AC's ResetClick method.
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AC adds a listener, which avoids the need to have a property script attached to the Button itself.
If you want to override the way your InventoryBox element rea…
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I will need to attempt a recreation of this. I'm assuming this is a Player character - with point-and-click movement? Does the same issue occur if you load up the 2D Demo's Managers + Park scene, drop your Player prefab into the scene, and…
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The two can be on separate children of the Player - don't place both of your Sphere Colliders on the same GameObject.
As for the original issue, try unchecking Wait until finish? on the ActionList: Run Action in "actionList_1.png"…
The best way is to create a "generic" ActionList that you can recycle - changing the inv item dynamically each time. This can be done with ActionList parameters - see my comments further up.
I'd see what performance is like without resorting to that first, personally.
Bundles can be loaded in asynchronously via a coroutine:
IEnumerator LoadAssetBundleCoroutine (string filename){ string bundlePath = Path.Combine (Application.streami…
* Skipping on mouseup is the solution - or at least the most reliable I could find, at least.
* Speech skipping can be done by invoking the "SkipSpeech" input button, but input itself can also be simulated through script, via the SimulateI…
Again, you do not need a single custom Action to do all of these things. An Action should ideally perform one task.
AC.ActionHighlight is named Object: Highlight in the ActionList Editor. Create this after your custom Action (which should only de…
Welcome to the community, @Ony.
Are you referring to the "GameCamera 2D Drag" or the "GameCamera Third Person" camera? The former only allows for positional dragging - not rotational. If you can share a screenshot of the Inspe…
Welcome to the community, @ambattii.
While AC can certainly cater to Unity newcomers, I do recommend brushing up on Unity's basic concepts if you haven't already. AC still leverages Unity's graphics, animation and UI systems, so it's important to …
Items can be categorised because it gives more control over how they're displayed to the player. You're suggesting categories for variables to aid the designer-side?
I feel that would complicate the UI. Bear in mind that by using a slash in the n…
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I'm not sure this is quite true, at least so far as loading times go - since the methods of retrieval/storage are different. Even when only one language is involved, storing audio in an AssetBundle should be more performant than in Resource…
I've removed your link.
AC is a commercial project - you MUST NOT post public links to it on the forum, see the forum rules.
Reset your Menus via the option - it's there to help you avoid having to modify the source code.