@11tomi12:
1. Actually I was mistaken - this functionality should already be in there. You haven't stated your Unity/AC version numbers, but assigning an NPC in the Player: Switch Action's NPC to be replaced field should cause an automatic removal …
1. This is a bug, thank you. However, you should be getting an additional warning message above this, telling you that the SortingMap in your scene requires a Constant ID component. Adding this component is necessary (the bug is that only the warn…
A Menu can be locked to prevent it from showing when its regular Appear type condition is met. The Menu: Change state Action can be used to lock Menus as well.
Welcome to the community, @martire. We'll need to ask a few questions to learn more about this:
* What are your AC and Unity version numbers?
* Does this occur in builds only, or in the Editor as well?
* Does it occur with all Menus, or just this o…
1. This is fine, though you could possibly do this with a Player: Check / Object: Add or remove Action instead of resorting to a custom script. I shall see if its possible to automate this as part of the Player: Switch Action, however.
2. I don't …
In line with Unity best practice, a 2D Rigidbody should not be rotated along the Y-axis when moving it. The Turn root object in 3D space? option exists to prevent exactly this.
I don't recommend having both checked, which will cause jittering not j…
The menu properties look fine - though try checking Disable mouse when directly-controlling Unity UI Menus? just in case.
You're a little ways out of date with your AC version. In a backup/duplicate project, import v1.63.2 and observe the "Up…
* The capsule collider isn't 'rotated' so to say, I'm just using the collider direction as the Z-axis.
Apologies, I missed that. I'll attempt a recreation and let you know.
As the error points out, it's not a static variable - and any such function needs to be accessed via the KickStarter component reference as outlined on the front page of the scripting guide:
AC.KickStarter.localVariables.AssignFromPreset ();
The &qu…
So to be clear:* A Player becomes an NPC
* The NPC moves
* The NPC becomes the Player again, but the Player spawns in their position from #1
Correct?
The Player: Switch Action has a New Player position field that, when set to Replace NPC, will caus…
Please be sure to include your AC and Unity version numbers when posting in Technical Q&A. Some bugs related to "IsGrounded" were fixed in recent releases, so be sure to update if you're using an old version.
How are you getting your…
I think there might have been a typo or miscommunication in that thread: to be clear, there must only be ONE MultiSceneChecker in your scene - on the GameEngine prefab. Remove any others you've added to your camera(s).
Additionally:* Are you gettin…
OK, but which menus are you talking about here? One of the "Pause" menus (i.e. Load/Save/Options), or one that runs during gameplay)?
If it's during gameplay, you're correct in that the Engine: Manage systems Action is necessary to enable…
Start() is a Unity function - and is only called automatically when a GameObject is turned on. If you don't switch scene or destroy/reload the object, it's not going to be called regardless of whether you're using AC or not.
To call a custom functi…
Glad to hear it. I've since fixed the issue (at least so far as I recreated it), so please PM me if you'd like to test it as part of the upcoming v1.64 update.
I can't recreate - being a visual issue I'm going to need to see it for myself. If you can prepare a .unitypackage file of the Managers, UI prefab, and associated animation/graphic files, PM it to me and I'll take a look.
Thanks for the details. I've recreated this and shall be including a new "Keep cursor within screen boundary" option in the Cursor Manager.
Please PM me if you'd like to test the fix - as this is an issue that is hardware-dependent I thin…