This Action requires use of the dedicated "Footstep Sounds" component on your character, not the quick-and-easy method of assigning your walk sound directly in the Player Inspector.
See the Manual's "Footstep sounds" component f…
The default interface comes with a default "Container" menu, which will open when a container is opened via the Container: Open Action.
If you don't have it, set your Menu Manager asset file to Default_MenuManager and copy/paste it into y…
You cannot refer to a prefab file for a Conversation, no - the scene instance must be used so that changes made to it can be recorded.
You can, however, have a Conversation's responses linked to ActionList assets.
In what way do you want to integrate it, exactly? A label can accept variable tokens, e.g. [var:0] to replace its contents with a variable value (see the Manual's "Text tokens" chapter).
To override the behaviour when clicking on a click…
Not me - these changes to UCC/UFPS are quite beyond me at the moment.
I can see what the problem with the script is, though - try this:
http://pasteall.org/1457786/csharp
What are your AC / Unity versions?
If you check Icon at contact point? as per the very end of the tutorial, does the icon show at least when holding down the mouse?
Make sure that there are no colliders between the camera - it may be that there's …
If the closeup is in the same scene, you can rely on ActionList parameters to store the Hotspot as a GameObject parameter when the closeup begins, and then call upon that parameter when the closeup ends.
Something very similar is done in the 3D gam…
AreActionsRunning() returns a bool - you don't want to do a null check. Instead:
if (myInteraction != null) { if (!myInteraction.AreActionsRunning ()) { // Interaction is set, but no Actions are running }}
There is no video in the link.
Seeing the problem occur is not the issue - recreating it is. Once you send me a package that demonstrates the issue, I will address it.
Welcome to the community, @DreamJob.
Yes, please provide screenshots of your Player's Inspector, Animator, and Settings Manager.
There aren't separate "Actions" for walking/running, so I'm assuming you're not referring to AC's Action sys…
Using Raycasting, A custom script can be used to record the mouse position when clicking over a NavMesh, e.g.:
Vector2 lastClickNavPosition;void Update (){ if (Input.GetMouseButtonDown (0)) { RaycastHit2D hit = UnityVersionHandler.Perf…
What is it about the asset you're trying to save? Just a reference to it?
You can only do this by recording the ActionList's name, and retrieving it via Resources.Load.
First place the ActionList asset into a Resources asset folder, and give it a…
What kind of DragTrack is the door attached to, and is the Player's Capsule Collider placed on the root object?
Please share screenshots of the issue as well as Unity/AC version numbers.
A "New game" Action would be equivalent to the existing "Restart Game" command.
If you just return to the main scene via a regular Scene: Switch Action, AC won't know that you mean to restart the game - you have to specifically …
Welcome to the community, @chaosmonger.
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AC does support player-switching, yes - see the Manual's "Player switching" chapter. When a Player character is inactive, they are replaced by an NPC which can be made to follow the active …
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Pure white will leave the sprite unmodified, yes.
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A Follow Tint Map component can only refer to one Tint Map for its colour change. You could write a custom script, however, to multiply various Tint Map colours together to set the …