The MainCamera is indeed the important one - and, unless you incorporate some separate camera system/asset - should be the only one active in your scene.
The other camera's are merely used as references - see the Manual's "Cameras overview&quo…
To answer the original question: it's certainly possible to modify data for the non-active player.
For an example of this, see the SaveSystem script's AssignItemsToPlayer method, which is used to modify such a player's inventory. Modifying the posi…
And another one right behind it..
Version 1.64.4:
* Added: The loading of sub-scenes is now optional when using the "Save: Save or load" Action to load a saved game
* Added: Custom events called when Music and Ambience tracks play and stop…
When an ActionList asset is run, a new instance of it is created at runtime - you can see it appear in the scene's Hierarchy while it runs.
The ActionList: Set parameter Action's Change own? field refers to this instance - not the original ActionLi…
If you'd like help editing your code, you'll need to paste it in e.g. pasteall.org
The values of public variables you define in an Action do not appear automatically in Action UIs as they do with regular component Inspectors. You need to instead fo…
You can use sites such as pasteall.org to paste code snippets.
If an Action occurs instantly (i.e. doesn't have to wait for anything), there's no need for the isRunning pattern. The Run() method merely needs the code I gave above, followed by the …
That doesn't sound necessary from your description. When you switch from Player A to Player B, Player A gets replaced with a "stand-in" NPC A.
When switching back from Player B to Player A, you should just need to configure the Player: Sw…
What's your Menu's Source field set to, and are you removing the Canvas prefab from the scene after applying changes? It will be spawned in automatically if set to Unity Ui Prefab.
Otherwise, let's see some screenshots of the Menu's properties, and…
There's a separation between gameplay and the look of it - I'd recommend you focus on just AC Menus for now, as it makes it easier to prototype.
Certainly if you want to have dialogue trees etc, then you should be relying on the Conversation system.…
As I recall you have a huge number of animation clips placed in the base layer of your Player's Animator - and this can have a big impact on performance.
To test, duplicate your Player's Animator Controller, remove all custom animations from the cop…
Please include AC and Unity version numbers - this is particularly important when posting Console errors.
How do you mean that you tried adding Dialogue: Speech Actions from various sources? It should find them automatically via your scenes and Man…
The Default Camera is just the camera that's associated with the Default PlayerStart, as defined in the Scene Manager.
If you create a PlayerStart in Scene A that's configured to activate when entering from Scene B, then the Camera you link it to wi…
The concept of "stopping" a camera doesn't really mesh with the way the camera system's designed. Each camera type (GameCamera, GameCamera2D etc) moves according to it's own rules. This makes a "one size fits all" approach (i.e…
Default Inventory, with its Source set to Unity UI Prefab?
If there's no issue for you with that, there's likely some difference between that and your own UI Canvas. How do the two prefabs compare?
The name of the variable is just for internal use. The behaviour of it is to affect the menu's interactivity completely - not limited to just mouse clicks. You should only rely on that option if you want to prevent the Menu from being interactive.…
Welcome to the community, @ivanbanfield.
Certainly AC tries to make it possible for developers to create good games for all platforms that it targets. AC's aim is to provide smooth development for those looking to make traditional adventure games -…
First of all, I need to give the disclaimer that this type of game isn't the kind that AC is built in mind for. That said, animation playback is generally flexible though custom scripts can obviously help.
The playback of animations on Mecanim char…