You can check if the game is in "gameplay" mode with:
AC.KickStarter.stateHandler.IsInGameplay ()
See the "Custom scripting" chapter of the Manual for more.
Sorry, in what context? You mean an Action specifically, or if the Trigger itself is running?
Might be easier to set a boolean Variable to True while you want something to be disabled, and then read that variable's value.
Off-topic, but also: if you're going for a retro/pixel aesthetic, consider checking the Retro-style movement option in your Player component for a less "floaty" feel. See the "Retro movement" Manual chapter for more on what this…
At the moment the constraints are changed, the camera becomes "out-of-bounds", so moves to keep within them according to its Follow speed field (the dampSpeed float).
A camera can be made to snap instantly to its "rest" position …
Indeed - physics in Unity can be notoriously tricky sometimes, and involving player colliders as well only compounds the problem.
Let me know how results vary when the grab position is above / below the camera, as opposed to roughly the same height.…
The "Y" lock on the Rigidbody is locked - try unchecking it.
If your game deals with a lot of slopes / steps, it may be worth looking into switching over from a Rigidbody + Capsule Collider to a Character Controller, which AC supports buil…
A reference to the active Player at any time can be retrieved with:
AC.KickStarter.player;
This will update upon switching player, but if you're storing a reference as a local variable you'll need to re-assign it after the switch.
I've been through this more thoroughly, and having the "Walk to" prefix when hovering over an inventory item should not be occuring regardless of the Label element's order in the element stack.
This'll be fixed in the next release - thanks…
Uncheck Align drag vector to front? - that is best suited to rotations that occur from a fixed point perspective. With it unchecked, the required drag direction should account for the object and the camera's rotation. It shouldn't flip suddenly ho…
You can use the Character: Move to point Action to have the player move to an arbitrary spot, but with custom scripting you can have him go anywhere by calling his MoveToPoint method.
You can calculate a click spot vector by using raycasting - the s…
Welcome to the community, @AldoAndriani.
You can certainly modify the camera's constraints at runtime. The properties of the GameCamera that you can change in script can be found in the Scripting Guide here.
Here's a sample script (ChangeCameraCons…
Welcome to the community, @TabiqueMalevolo.
AC typically displays each line of text in a separate Subtitles menu, but it's possible to do this with a bit of custom scripting. This is necessary due to the fine control over things e.g. how large the …
Hard to advise, because I don't know what the difference in sensitivity is caused by.
With "Mouse And Keyboard" input, the free-aiming vector is just using Unity's standard Input.GetAxis calls to read the CursorHorizontal and CursorVertica…
You can get the AC's cursor position with:
AC.KickStarter.playerInput.GetMousePosition ();
It's probably best run by hooking into the OnMenuTurnOn custom event, which you can read about in the "Menu scripting" chapter of the Manual.
The text parameter in the OnStartSpeech event is the display text, yes - but it also includes the ID number of its listing in the Speech Manager. So long as you've gathered the text into the Speech Manager, you can retrieve the line's entry to get …
I can see where you're coming from - indeed, it's a useful trick.
However, I think this is something of a slippery slope where "feature creep" is concerned, as there are other, more dedicated, assets out there that handle this specific asp…
When speech audio is automatically pulled via filename, it does so using Unity's Resources.Load method - which doesn't allow for control over the origin of the Resources folder. So:
MyFolderA/Resources/MyFolderB/Resources/
Are both searched for ass…