Likely a bug - though not one I can recreate, so I'm unsure where the source of it lies. The suggestion was a best guess.
Thanks for the feedback - I'll issue an official fix shortly.
With the tweaks you want to make, it's best left as a custom script. I wouldn't worry about the performance impact of a single Update() function, though.
Please also share the Action(s) that you call when the spawn occurs. If you're using the Player: Switch Action to spawn the player, what are the conditions under which the spawn occurs (previous player, etc)?
In future, please post unrelated questions in new threads so that others with similar issues can more easily find them.
The default AC menu doesn't have the correct size to begin with - it's just large enough to accommodate it. What you're looking…
What about the error message?
Please also share more detail about your UFPS Player, as well as UFPS version. Does this issue occur when using the downloadable UFPS Player prefabs?
If Drag and drop Inventory interface? is checked in the Settings Manager, an additional Clicking an Item without dragging Examines it? option will appear beneath.
When you say a 90 degree turn, you mean instantly? Make sure you don't have Turn instantly when under player control? checked in the Settings Manager.
Otherwise, if all you mean is you want the Turn speed to be lower when standing, you can do that…
Yes, I'd say a Bool would be best. You can move the Walk/Run/Idle animations into a Blend Tree on your Base layer, so you'd effectively just be using a Bool to transition between two such Blend Trees.
Welcome to the community, @Leesun. I was not aware of CNControls' deprecation - thanks for the heads-up.
The use of CNControls in the tutorial is more of an example than anything - the same principles should be applicable to other assets. The tec…
It's recommended to just hide the player from view and disable control with the Player: Constrain Action.
However, this should be possible by allowing player-switching in the Settings Manager, and making an "empty" slot the default Player…
What do you mean? That it completely fails, or fails to complete? Let's see the ActionList in question, please.
1) Did you preload the scene before, and does it occur if you let the Cutscene play out naturally without skipping?
2) What are your …
You can either increase the capacity of the DialogList element, or add "Up/Down" Buttons to allow scrolling through them.
This is done by creating Button elements with a Click type set to Offset Element Slot, and configured to reference t…
You'll need to record the active ArrowPrompt in a custom script if you want to store a reference to the last-used one.
TurnOn and TurnOff are indeed the methods to call. If you're having trouble using them, you'll need to post the code you're usin…
There seemed to be a delay in what update was available based on what version of the store page you were using. Please try again - it may be sorted now.
The save filename is determined by the field at the top of the Settings Manager - and can be changed at any time. The save folder location, however, is set by your Player settings - which is a Unity window available from the Edit menu.