@Mutajon: In a way. This was always possible with having such animations present in your Animator, and then using the Character: Animate Action to change the "talk animation name" so that it plays a different set instead. This update all…
The script works by reading the recorded "hoverItem", which is only set if the InventoryBox element is clickable. If you don't want items to be clickable, but have "hover" properties, then you have two options:
1) Make the elem…
The BackgroundUI should have been created in scenes outside of runtime before, but only when "Set as active" is clicked in the Camera to preview it.
If changing the Canvas Render mode worked, then the images are being correctly loaded, ju…
1. AC positions Unity UI-based Menus by adjusting the manipulating the assigned "RectTransform boundary". It's generally good practice to have this assigned, but if you don't want the menu to be repositioned, just remove the "menu.Se…
As I said earlier, the turn float is only set when the character is idle (and so turning on the spot). If you want a "true" turn speed, you can read the character script's GetTurnFloat method and set it to a separate float parameter.
Thi…
The "Sprites Unity" animation engine requires at least 4 cardinal directions (even if up/down are "dummy" animations that recycle the left/right ones).
For greater control over how your character is animated, consider using &quo…
This is already possible via the Variable: Set Action when updating a String variable.
Set the New value is field to Set As Menu Element Text, and you'll be able to enter in the details of an element to read from.
I need to see full details - not snippets. Please PM me your Menu Manager asset along with the Journal's UI canvas prefab, so that I can go through it properly.
It is, but I think it could still be achieved with a separate script.
Try this:
http://pasteall.org/816471/csharp
A bit rough around the edges, and the "Correction speed" might need tweaking, but is that more like it?
The inventory is loaded into the RuntimeInventory component, which is present on the PersistentEngine object and spawned at runtime. It's not part of the scene file, and is instead persistent across all scenes - so it shouldn't really be reloading …
Thanks for the images.
The yellow sphere has no bearing on the ground check - it's there to indicate the distance from target destinations are considered "close enough". If you increase the "Destination accuracy" slider in the …
And which version of Unity? You'll have to give more detail about how your journal is set up - I can't see any issue from these details alone.
If you're mentioning the Inspector, I take it you're using Unity UI to display it. If the Text componen…
By "text of the character", you mean their speech text? What's your character's animation engine? Have you tried toggling the "Don't animate speaker?" field in the Dialogue: Play speech Action?
The latest release, v1.61.0, all…
If you're game is in 2D, then it's only "first person" in effect. The "First Person" movement option is for 3D first-person games, so "None" is indeed the right option in this case.
You will need to define a Default P…
The acceleration and deceleration values are only used when a character transitions between idle and moving states. Since the character is still moving during the process you're describing, they won't have an effect.
The built-in movement system i…
The script will indeed snap the BodyAngle_Snapped parameter to 45 degrees - I was under the impression you wanted access to both a "snapped" value and a regular one.
As the script is isolated from AC, it can always be amended to suit your…