So what's the target doing, just moving to the right? And which camera type are you talking about?
It will be possible to do this by switching camera in the next update, but as this is unique behaviour for a gameplay camera, you'll need to add it …
Nice analogy!
While the FPS head tilt? option works by affecting the First Person Camera, the spin rotation is handled by the character's root - meaning it will compete for control over the character when walking. For this reason, it's not possibl…
The deceleration value is also used to account for the "stopping distance", so yes - altering that value will improve behaviour.
Other options include the Attempt to be super-accurate option when the Destination threshold is cranked up to…
During when, a transition from one camera to another?
Currently only overshooting is possible - if you set the Camera: Switch Action's Transition method to Custom Curve, a mid-curve value of >1 will cause it to go past the destination camera and…
A lot of game text is not just stored in Managers and Inspectors, but in ActionLists as well. The Speech Manager is able to go through your game and record anything translatable - so I think relying on this to gather up your text is the best approa…
You can duplicate a Hotspot just fine, but the Interaction ActionLists it refers to are separate objects. If you copy a Hotspot, you'll need to clear its ActionList fields and assign new ones.
The check isn't being made with the Character: Move to point Action - I'll correct that.
It is, however, being checked in the Walk To Marker feature, so I don't know why it'd be occuring in that case.
If you click in the same spot multiple times (…
And the Marker is on the NavMesh?
There should already be a check in place for this. Are you using the Hotspot's Walk To Marker feature, or the Character: Move to point Action? Is there any difference if you swap one for the other?
So far as I can tell from the video, the Interaction ActionList "zurück: Use2" is shared by both Hotspots, so you're changing the same ActionList (and hence Action) each time.
If this is the case, go to the Inspector of one of the Hotspot…
As reading and writing animator parameters are part of Unity, you can get references and examples in the official Unity documentation:
https://docs.unity3d.com/ScriptReference/Animator.SetFloat.html
https://docs.unity3d.com/ScriptReference/Animator…
In which version of Unity? Did you update Unity at the same time as you updated AC?
There's nothing in AC's code that would disable that particular component, and if the prefab was unaffected I'm not sure how they could have become unchecked.
It'…
If you use the Player: Switch Action to swap player prefab, the new player will take the old player's scale.
Are you looking to change the scale of this new player at runtime, or is he always supposed to be at 1.3/1.3/1.3? If the latter, you shoul…
It's definitely an option that should be present in the Speech Manager. In the meantime, you can disable the resetting by opening Speech.cs, and removing the line:
_speaker.ClearExpression ();
(Around line 126). That's essentially what such an o…
Welcome to the community, @Martin.
The behaviour of lines separated by carriage returns, and lines separated by individual Actions, should be similar. I agree that the resetting of expressions should be optional, however - I shall look into this a…
Only one track per object, I'm afraid.
To run an ActionList when letting go, you can use a custom event to hook into the OnDropMoveable event - see the "Interaction scripting" chapter of the Manual.
A sample script: http://pasteall.org/8…
2D or 3D, and which version of AC?
Are you able to change the scale at runtime, once the player has reset?
If your scene makes use of a Sorting Map that your character follows, then they'll be locked to that Sorting Map's scale if that option is c…
Welcome to the community, @Moehrli.
Which versions of both AC and Unity are you using, and how are you setting the parameters? Through code, or either the "ActionList: Run" or "ActionList: Set parameter" Actions?
Would you be …