What's your current movement method? It may be that you also have to halt the player's previous movement commands:
KickStarter.player.Halt ();
If that makes no difference, you'll have to post the actual code you're using - it'd just be guesswork wi…
What was it exactly you were undo-ing? The more accurate steps to recreate the issue you can provide, the more thoroughly I can look into it.
As with the previous issue, what's the state of the Actions in the Inspector?
I don't know what you mean by the angle being shifted, but there's no need for trigonometry:
Quaternion newRotation = Quaternion.LookRotation (charPos - mousePos);
The SetRotation method accepts a Quaternion as an alternative to an angle.
* If a no…
I'm not sure on exactly what it is you're after. If he's to U-turn with zero-radius, should he still be animating the U-turn (ie. face down if moving right->left)?
If it behaves the way you want (except for the U-turning) when unchecking Turn in…
The Motion control setting alone just prevents the character acting automatically upon the AC input - so you can still use it in conjunction with e.g. AC's Point And Click movement mode.
If your script is purely self-contained, you may also need to …
So far as the Hotspot Inspector goes, the Examine type is a special case that allows a simple way to have an "alternative" use interaction by right-clicking.
To have multiple interaction types, you want to instead create multiple Use Inter…
It'll be a lot easier to rely on Unity UI for all of your Menus, because then all style options are controlled via components and not by the Menu Manager.
You can detect a change in the language via the OnChangeLanguage custom event - see the Manual…
Custom events are also a good way of triggering custom code when AC performs common tasks. In this case, the OnHotspotSelect / OnHotspotDeselect events may be what you're after.
For more, see the "Interaction scripting" and "Custom e…
See the forum rules - images can't be hosted here, but can be uploaded to e.g. imgur.com and links posted here.
Please also provide details of your AC/Unity versions and platform.
The presence of the ActionList has no bearing of what mode it places the game in. That's determined only by the When running field in its Inspector, which by default is set to Block Gameplay.
When set to play automatically, sounds will only play if the AC considers the character as "moving" by its own internal systems.
Testing my own character, the character is properly considered as "idle" when pressing w/up while up…
As the behaviour is very specific to your own needs, it'll certainly take some C# custom scripting. Fortunately, AC provides some useful tools to help.
First of all, you can define Inventory item properties, which are essentially Variables that ea…
The PlayerMovement script's ClickPoint function can be made use of here, to replace your own ScreenToWorldPoint call, and also only work when over a NavMesh. To re-position the Player, it's also best to use the provided Teleport function:
Vector3 …
A custom script is not necessary to save the game outside of the SavesList menu element - the Save: Save or load Action allows you to save the game into a given slot. See the Manual's "Saving and loading overview" chapter for more on when…
Welcome to the community, @Scimajor.
What we need to determine right now is whether or not the behaviour is down to your animation, or AC's own motion control. Are you relying on root motion in your animations? If you are, then AC won't move the …
With Sprites Unity Complex, all "automatic" animation is played back only via parameters that you allow AC to control. It's down to you how you make use of that, but the intention is to allow you to animate things however you like.
In th…
What do you mean by "Third Person Character"? What's the exact asset you're referring to?
A series of integrations for common motion assets, including Motion Controller, Unity's own Third Person Controller, can be found here: https://adve…
Need more details. What's the animation engine, and how are you playing footstep sounds? (There are two methods - see the "Footstep sounds" chapter of the Manual.
Full screenshots and Unity/AC version numbers, please.