What you could try, since you're relying on hacks / custom Actions, is to read the inventory item parameter directly - which is an integer, and set to the ID number of the item in question.
You can then read the runtimeInventory component to get the…
For that, you'd be best off incorporating a custom camera specifically when in the seat, that allows for restricted free-aiming.
In first-person, spin rotation is performed by rotating the player's root - so once you leave first person mode, you'd n…
Without knowing more, I can't chalk it up as an AC error or one specific to your own project. If it occurs again, however, please let me know details so that I can look into it.
Not currently. NavMesh holes don't rely on Unity's physics system, while CompositeCollider2D requires a Rigidbody2D to work.
You could feasibly read the composite's paths and apply them to a PolygonCollider2D, however:
https://forum.unity.com/threa…
Those "Controller" errors don't appear to be coming from AC - are you using another asset that may be conflicting?
Please see my previous comments regarding the MainCamera - what is happing to that at the time of the issue? Neither of the…
The spin rotation (left/right) in first person isn't handled by the camera - it involves rotating the player's base GameObject directly.
Instead of trying to hack the movement of the player, I'd recommend locking player movement and switching to an …
The Autosave will always be placed in save ID 0, so Is Slot Empty would be the safer option. Number Of Save Games will only work if no other save slots are written to.
Your screenshot doesn't show the cause of the spike - what's the state of the Overview box when the spike is selected?
A series of optimisation and performance boosts available is covered in the Manual's "Performance and optimisation" chap…
As opposed to "passing" an item, you can use a pair of Inventory: Add or remove Actions - one to remove the item from the current player, another to add the item to a non-controlled player.
If the item in question is known, you can set it …
The Menu: Set Journal page Action can be used to set the open page to a set value, but I'll look into exposing events that occur when adding/removing pages so that you can set it through script too.
Yes, you can make a prefab with the scripts on it for best practice. The NineVerbs template should already include an "AdditionalScripts" prefab in its directory.
1. That's not as intended - looks like a bug. I'll investigate.
2. I'll se…
What are your Unity and AC version numbers, and are you making this change at runtime or in edit mode?
You're saying that the player moves in a straight line permanently, i.e. even after stopping and re-entering Play mode? That shouldn't be the cas…
Make sure that the Graphic element's Graphic type property is set to Normal, so that it isn't changed by AC.
The latest release does away with the need to recalculate the menu/element - just use the new SetNormalGraphicTexture method:
myGraphic.SetN…
"Dragging mode" is just regular item selection, i.e. attaching the item to the cursor, and not running an item's interaction.
Have you got Select item if Interaction is unhandled? checked in your Settings Manager's Inventory settings? Tha…
Unsure, but I think I get what you mean now - the page snaps but the texture doesn't update to reflect it.
Both scripts rely on the OnMenuElementShift custom event, so you can incorporate them into one:
http://pasteall.org/1324973/csharp
Can you post a fresh screenshot showing the ActionList in question (properties included)?
If the Action is waiting to finish, or if you're not in First Person movement, then the camera should move just fine. The type of Camera you're using shouldn'…