Shouldn't be as complicated as that.
How are you entering the scene? If you're doing so by use of the Player: Switch Action, and you're switching to a previously-played-as Player, then the scene will be considered "loaded" and the OnLoad…
And do what when it reaches it? Wait for user input?
For that, you can use the [wait] token. For a list of all available tokens, see the Manual's "Text tokens" chapter.
Why, because of the shape?
You can't link a Hotspot to the Menu Manager, but you can place it in the UI's hierarchy. If the Hotspot's Interaction Source field is set to Asset File, you can have it run ActionList assets so that it's scene-independe…
AC has no built-in special requirements so far as the Script Execution Order goes.
I can't see any mention of AC in the logs, and its mainly developed on Mac. Did you update Unity at the same time? What Unity version are you using?
What integration script have you been using? This one?
At what point does he start to turn? When he moves under direct-control, or during e.g. an AC cutscene / along an AC path?
Please share screenshots and AC/Unity version numbers so we can see…
Again, what's your AC version number? The followed issue was included in v1.66.7:
* Fixed: "Unity UI in Scene" menus not responding after loading a save game file that doesn't involve a scene change
Hah, looks great!
AreActionsRunning() can be used to check if any Actions at all are running, but if you're looking to check the state of specific ActionLists you can hook into the OnBeginActionList and OnEndActionList custom events.
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No. You need to loop it back on itself to check continuously.
It is recommended, however, to leave input detection to Active Inputs - see the Manual chapter of the same name.
Off the top of my head, this would occur if the menu itself was locked as part of the same game file.
You can test this by using another Menu: Change state Action beforehand to unlock the Menu. Check the Console for related messages, too.
What ar…
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This can be done by reading a Vector3 variable that's set to the vector between the Hotspot and the Player.
Create a new Vector3 Global Variable named e.g. "Player to Hotspot". You'll have to set its value through script at the m…
You can do it through script:
AC.KickStarter.player.walkSpeedScale = 10f;
However, I'll add the ability to do this with the Character: Animate Action in the next release.
If the way this animation asset is "supposed" to work involves multiple Animators, then isn't it designed for each child to be enabled/direction based on the character's direction anyway?
If so, is there a function or variable within the …
How and when AC will update the "Interactable" state of an element is down to properties of both the element and the menu it's within. You'd need to share those details for me to know what's going on.
What you could try instead, however,…
In which direction? And is this a prefab or in-scene UI? Let's see some screenshots.
You can define a "Speech menu placement child" in the character's Inspector to control where the RectTransform is positioned to. If your Canvas is set…
If the Animator is on the same object as the Rigibody, you can animate both of these properties within the Animator itself.
Create a new layer in your Animator controller, and make two animations: one that sets the Kinematic state on, and another o…
Welcome to the community, @inc0ming.
Have a look to see if my instructions in @HarryOminous's link are valid for this too, otherwise we'll have to consider a possible script-based solution.
I'm not familiar with the pack you're referring to - coul…