I don't see a need to have this as a separate Animator - you can use sub-layers in a single Animator to control the enabled state of child objects.
The costume animations themselves could still be animated within the base layer, incorporated into t…
Welcome to the community, @JaJitsu.
I'm assuming that you're using Unity UI for your subtitle display. What are your Unity and AC version numbers?
1) and 2) should both be addressed by checking Duplicate for each line? within your Subtitle menu's…
I'm not clear on what you've assigned as your two cameras in the script. What are "cam" and "cam2"?
You could also try "LateUpdate", but it may even be a case of modifying the script's Script Execution Order to either…
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Certainly - AC always aims to be compatible with the latest official release. If you do encounter an issue with using AC and the latest version of Unity, let me know here and I'll look into it. If you're hesitant to switch to 2018, however…
Collision corrections occur by moving the camera further towards it's "centre-point", not in the direction of the collider's normal or anything like that.
As you're reliant on the "Default" layer for collision detection, it may …
It's possible that temporarily disabling the TPC element - as opposed to removing it completely - is enough. The OnGrabMoveable / OnDropMoveable custom events can be used to modify an object while held by the player:
http://pasteall.org/1409043/cs…
Unless Playmaker changes its namespace (which isn't the case, so far as I can see), this error will only show if you have PlayMakerIsPresent set, but no Playmaker installed.
Setting the PlayMakerIsPresent symbol is basically a way of telling AC tha…
Happy to help, @gooby_c. Reviews are always welcome.
Indeed - the parameter is set to the same GameObject that the Hotspot component is placed on. That can be modified, however, with a simple script - since the OnBeginActionList custom event can …
These are nearly all "object" fields - well, almost. If the Scene Manager's Pathfinding method field changed as well, then it's hard to pin down a pattern.
The Break Prefab Instance feature doesn't seem to work entirely in my experience …
Tedious, and far from desirable. But again, it's not something I myself have encountered - so I'm not sure I can offer too much. Were the previous issues also with Unity 2017.3?
On a technical level, the Scene Manager essentially acts as an Inspe…
Forgive the pun, but this is good timing. The upcoming v1.66 update will indeed be bringing updated Timeline integration, on account of the maturing of the feature within Unity itself with their own 2018.3.
ActionLists really are their own thing -…
The aspect ratio of 1024x768 does not match that of 1280x720. If they aren't the same, and you're enforcing the aspect ratio, then AC will draw borders to correct it - this is to prevent the camera displaying unwanted areas of the scene.
If there …
I haven't encountered this issue before, and not knowing the circumstances of your migration I can't rule out it being an issue unique to your project. It may even be a Unity issue. AC isn't doing anything special with its data structure / storage…
While the inventory system isn't designed with this behaviour in mind, you can switch an item's category at runtime - right-click on an Item's Category field in the Inventory Manager to get an API reference to it. An item with ID=3, for example, ca…
@mek: Try line 169. However, bear in mind the Player: Constrain Action's Cursor lock field is set to Enabled, so I'd expect the cursor to be in the centre.
When switching camera, the transition occurs from the MainCamera to the new GameCamera. Si…
1) In general, you shouldn't have to tinker with the Camera's Viewport Rect - but instead the resolution box at the top of the Game window.
To keep a fixed aspect ratio regardless of resolution, check Force aspect ratio? in the Settings Manager.
I…
Your problem, as I understand it, shouldn't involve custom scripting. Like I said, it should be automatic provided you configure the Hotspot Inspector correctly.
Which version of AC are you using? Once you've defined a GameObject parameter in you…
The front page of the scripting guide gives a bit of a primer on scripting with AC - but a knowledge of C# is needed beforehand.
The line of code above can be called from your own script - there's no need to open up the PlayerCursor script itself. …