AreActionsRunning() is a fairly intensive operation, particularly if the ActionList has many Actions involved. If you're looking to check if a particular list is running, I'd recommend events instead of an Update method.
The equivalent code, using…
Not with the "Adventure Creator" source option, but with Unity UI you have full control over its display. It's the recommended mode for menu rendering, with the former being best used for rapid prototyping.
If the Menu's Position property is set to Above Speaking Character, then the Menu will appear above the last character to speak.
However, by changing it to Manual, you have full control over its position via scripting. What code is required, thoug…
This requires custom scripting, but should be possible.
First of all, bear in mind that both inventory systems are separate. Items that you want to appear in both, will have to appear in both.
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Taking this as an example, you'd have to add …
Are the two ActionLists in your screenshots scene-based or asset files, and is "SM_Prop_Chest" a prefab or an object in the scene?
You're likely getting problems if you're assigning a prefab. Assign instead the scene-instance of the obje…
As I said, you should back up your project before attempting any of this. Re-gathering should be enough, but so long as you hae a backup you should be fine to test if a reset does the trick.
Bear in mind that I'm assuming you have Treate carriage …
Your ActionList: Run in parallel Actions have no effect, since each of them only have one output. This Action is used to run multiple chains of Actions, within the same ActionList, simultaneously - so it requires more than one output to be effectiv…
You can define an ActionList asset that runs when the game begins in the Settings Manager. You could make this run in the background, and loop in on itself when complete.
However, if you're just trying to detect a change in variable, it's better t…
You should generally use Unity UI for your menu display, as it gives you much more control over its appearance.
You may be able to improve things, however, with the alignement of your Label element / Text within the Label element. The Menu's posit…
Since AC's API is all open, such a script can be written on top of AC.
Here's a sample one - you can modify it to suit your needs, but it covers basic importing of text and character names:
http://pasteall.org/1530893/csharp
Place it in a script …
Take care not to confuse the "Look at" cursor icon with the "Examine" Hotspot interaction type.
When in "Context Sensitive" mode, the Hotspot Inspector will provide a new "Examine interaction" panel where you…
Sorry, but I can't see any images. Bear in mind you can't upload images here - you have to post them on e.g. imgur.com and paste the links here.
To be clear: does the QTE itself run correctly, and this is just an issue with the UI animation? Do a…
I think I get what he's suggesting.
Arrange each direction so that they all have the same parent, which itself is a child of the root, and set as the character's "Sprite child". Give this child an Animator, and within it create e.g. an I…
The Remember Visibility component is used to track changes made to a FollowTintMap component.
However, it will not restore data when attached to a scene-surviving Player switches scene through natural gameplay. This is by design: the majority of s…
What's your Motion Controller version, and is your Pause menu set to pause the game when enabled? I cannot recreate such behaviour.
Try this small tweak:
http://pasteall.org/1528977/csharp
You're likely best off contacting Ooti for support on thi…
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So you were using an old AC version for several months, and then updated to v1.66.0 before seeing the problem? What version were you previously using?
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What kind of variable? This shouldn't pose such a problem, since AC has default…