It is - apologies for the delayed response in the thread.
It's now possible to set the "interactive radius" of the cursor with:
AC.KickStarter.playerInteraction.CursorRadius = value;
A script such as this could affect its value when a g…
It looks like this is down to the Unity - by default - not allowing UI interactions with a locked cursor.
I may be able to add a way get around this - I will look into it as part of the next update. In the meantime, however, relying on Adventure C…
Something like this should do it. You'll need to define a Tag in its Inspector that will cause it to kick in when an ActionList with the same Tag is run.
using UnityEngine;using AC;public class InteractionBlocker : MonoBehaviour{ public string …
With your intended behaviour, how is it that the player chooses between the available interactions?
You're not limited to using the cursor: if you set your Select Interactions by field to Cycling Menu And Clicking Hotspot, you can use e.g. the mous…
I suspect that the camera is correct, but there's an issue with the Player - in that the Player's sprite position isn't matching their root position.
Check the Console window at runtime - are you getting any warnings related to the Player's sprite …
Recreated - thanks for the feedback.
The URP variant of the TutorialFiles package should have materials already set to work with URP - however it looks like the MatteShadow shader isn't compatible with the latest URP version.
I've updated the shad…
As in, be able to mouse-over the screen to reveal Hotspot labels, without being able to click on them?
Such labels aren't shown during dialog by default - have you enabled the Allow regular gameplay during Conversations? option?
Probably the best …
Is this with the default First-person Player prefab? Try affecting ther CharacterController instead of the Transform:
GetComponent<CharacterController> ().Move (localMovementDirection * speed * Time.fixedDeltaTime);
Running two Variable: Set Actions in succession as you are is correct. However, if it's a case of both needing to be True, and the same result occuring it either are False, then you need to have the If condition is not met output for both link to t…
A duplicate character is a good idea, but shouldn't typically be necessary. This for a 3D character that uses the "Mecanim" animation engine?
The best way to return to "normal" animations is to use a Trigger parameter that caus…
They do serve similar purposes, it's true.
Perhaps an example situation can help better explain its purpose. A Hotspot that the Player can approach from all angles, but you only wish to be interactable from the front.
The Hotspot's yellow boundary has a slightly different meaning depending on your chosen Hotspot detection method value, in the Settings Manager.
When set to Mouse Over, it represents the portion of the screen that - when clicked on with the cursor …
Did you grab the URP variant of the "Tutorial Assets" package when starting the project? It makes changes to the included shaders/materials to make them URP-compatible.
If not, you can grab it here.
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No color option data is stored in the Action script - but you can set an Action's overrideColor property to whatever value you like.
The ActionList Editor's functionality to set this value is handled within the PerformEmptyCallBack and Crea…
If there's a bug, it'll be fixed. Thanks for raising the hightlighting issue, I'll look into it.
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Could you elaborate on how what exactly you mean by this? Steps / screenshots to recreate the issue would be most welcome.
Welcome to the community, @DrewAwen.
Do the cameras look over the scene in the correct places when viewed in the Scene window? The TutorialFiles package's Wharf scene should come with the Cameras already positioned in the right places. Is the flo…
Use Markers, not PlayerStarts - you'll need to manually teleport the Player to them rather than have AC place them there automatically.
No need for scripting, and you only need one variable - which keeps track of the last exit used. This can just …