That is not an AC message. The full Console message will reveal its source via the stacktrace, but you haven't posted any detail about the way your scenes and project are set up that might give a clue as to what's going on.
Why must the GameObject be disabled? There's no need for that with the Particicle System - just uncheck "Play On Awake".
A custom script can be written if you need it disabled for some other reason. The Object: Send message / Object: Cal…
Indeed: you're still commanding the player to move along the Y-axis, but preventing him from doing so.
What you want to do is have a script that calls the Player's MoveToPoint function manually, using the cursor's X position and player's Y position.…
No, there's nothing obvious I can see.
I'll have to see it for myself. Duplicate the project and reduce it to its core essentials for me to see it, and I'll take a look.
There's no need to rely on Inventory items for that - regular Button elements can do that.
If you want to have the player change scene after reaching their destination, it'll make more sense to have an ActionList run instead of a custom script. Dou…
You shouldn't have all three components - either a Rigidbody and a Collider, or a Character Controller, which acts as both in one.
Your GameObject is deactivated, so it won't respond to anything.
Your message must be sent to an activated GameObject …
And the linked button (ID = 4402982) is in the Canvas' Hierarchy? What's it's state at the time it doesn't display?
I can't recreate any such issue with the default Inventory menu / InventoryUI canvas.
When a mouse click has an effect, it's "consumed" by that effect so that only one thing is affected per-click. When the speech is skipped with the LMB, the click is consumed so that another click is required to interact.
This is by design…
I'll add the ability to remove the first page in v1.66.0.
For a fix on the white boxes, try this:http://pasteall.org/1353972/csharp
I can't recreate the other issues, and the lack of detail (e.g. what texture you've actually got with what page) make…
As a (very simple for now) test, paste the following into SpeechLine.cs:
public SpeechLine (SpeechLine _speechLine, int language)
{
isPlayer = _speechLine.isPlayer;
lineID = _speechLine.lineID;
scene = _speechLine.scene;
owner = _spe…
IIRC the issue @Kendall was having was a problem with Invector, not AC. Invector deletes any new instance of the player prefab, if an instance for it has already been set internally, on line 30 of vThirdPersonController.cs.
I've …
What is it you're trying to do, exactly? There's no need for an "Inventory" icon in your Cursor Manager, as the InventoryBox element you're showing will display an actual item, not a button/icon.
Unlike an Interaction icon, which relies …
I think the time's come for me to see it for myself.
Duplicate the project and remove all scenes but this one, as well as all graphics/sounds/animation etc to bring the filesize down. Re-wire the OnStart logic so that Song_1 runs when the scene beg…
Panning with the MMB is already possible - so long as it's within the area that Actions exist.
It should be possible to have an "auto-panning" feature when e.g. dragging Actions around etc.
Try this:http://pasteall.org/1353055/csharp
Add it to a C# script named CopyCameraSize and add it to the UI Camera. Assign UI Camera and the Main Camera into the two fields in its Inspector, and the Orthographic Size fields will then match.
There is a bug that prevents the Menu: Change state Action from turning off a Menu with an Appear type of On View Document - this will be fixed in the next release.
Declare an audio clip as an exposed variable:
public AudioClip myAudioClip
Then you can play it when you want through script:
AudioSource.PlayClipAtPoint (myAudioClip, KickStarter.mainCamera.transform.position);