This'll require a new "default inventory interactions" option similar to that used for Hotspots, the ItemSelectLabel script I shared before as well as some minor tweaks to the NineVerbs template (basically shunting the Inventory element in…
From where, the tutorial? I don't see a page on the wikia for it.
If you're not relying on AC's Point And Click control, then AC should only take control over that character during cutscenes - ootii's own direct control should be used otherwise.
Let's see some images - please show their entries in the Speech Manager (both the old and new pages) as well as the Hotspot Interaction ActionList that adds them.
Also, what are your AC and Unity version numbers?
Invoking "EndCutscene" will re-run the whole block of "skippable" ActionLists that have been played since gameplay last became blocked.
The latest release introduces a public method to clear its record of past ActionLists to skip…
Then please, screenshots will help here.
If all you're looking to do is have your cursor change over them in the same way as it does when over regular 3D Hotspots, then adding a 3D Collider really should be all you need.
The MainCamera will "smooth change" its own Focal Distance value as it does any other property (position, FOV, etc) when transitioning between cameras.
Reading its GetFocalDistance() value during a transition will return a Focal Distance v…
Welcome to the community, @GrahamHayes.
If the Movement system is disabled, then it doesn't sound right that clicks are becoming absorbed. From the AC side of things, all movement detection should be disabled in that case. It may, however, be you…
If all you're needing to do is transfer a PM GameObject variable to an AC Action, there's no need to use an AC variable as an interim. As you've seen, the Action fields can be set through parameters - so you just need to connect the PM GameObject v…
There's no "skip" button in the default AC interface, so you'll need to give clear details on what it does and when it shows. If it isn't applicable during the sequence you describe, I'd say you should hide it during that moment.
The alte…
All per-scene and global data is bundled together to make a single save file. On iOS and Android devices, such files are stored in Unity's persistentDataPath.
Going by Unity's own documentation on that page, you should be safe to update without los…
Welcome to the community, @Piranja.
In an AC scene, the MainCamera is the only one that does any rendering - all the GameCameras are just "reference" points for the MainCamera to take. Therefore, any effects you want to add to your camer…
I think you'll need to provide some screenshots - as the point of a Box Collider over a 2D equivalent is that it does cover all angles. If viewed from the side, for example, its depth allows it to still be clicked. Don't forget you can reshape the…
If your game is in 3D, then you must rely on 3D colliders. You can still make use of sprites and images, but the collider must have depth. Try adding a Box Collider instead.
Yes, I was just referring to the Transform rotation.
Traditionally, .fbx has always been more flexible than .blend - it's used by more than just Blender so there's more reason for Unity to support it. Being able to omit certain objects like the cam…
I don't see a need for that so far as AC goes - what you're asking for is a wholly new AC feature so that you can hook it up to a separate asset. I can understand your feeling, but I need to consider its impact on AC first and foremost.
What is the…
If you don't care about being able to set the skin dynamically as you would in a typical Action's UI, there shouldn't actually be a need for a custom Action at all. Custom Actions are generally only necessary if you want further controls.
Here's a …
First of all, don't modify your PlayerStart to compensate - as you've found, whatever issue is there will kick in again once they start to move. The Player must have a local euler rotation of 0 in the X and Z axes.
Are you exporting to FBX? In my…
If you're initiating a Conversation with the NPC, yes - you didn't say specifically that's what you were doing. By "Conversation", the field's referring to the moment dialogue options are displayed on-screen - as opposed to speech lines b…