What's your Movement method? When set to Direct, an additional option appears under Hotspot settings allowing you to set a Hotspots in vicinity field to Cycle Multiple or Show All, depending on preference.
You will need to explain in more detail w…
In what versions of both AC and Unity?
When you enable Rigidbody movement, a message should appear recommending that you enable Interpolation on your Rigidbody. What is your Rigidbody's Interpolation value set to, and can you share a screenshot of…
It shouldn't need any scripting - the transitions should be enough.
The one you're showing in the screenshot has the wrong condition - it'll trigger when Switchtofade is false, which is also the default value (set on panel to the left). Change the…
Does it works in the Editor if you set the Input method back to Mouse And Keyboard?
Hotspots are separate from draggables, and should only be used on the same object to display labels when hovering over them (with no interaction). Try removing the…
The Hotspot label appears when you hover over where the Hotspot used to be, and disappears when you move the mouse away?
Very strange, without seeing any shots of your scene I can't think why that would be - but you can also explicitly tell a Hotsp…
If you use the Character: Move along path Action, have it affect the player and set the Method to Stop Moving, then it will also cancel the interaction if the player was on their way to a Hotspot.
Thank you, but I was referring to the sprite's size within Unity - which is separate from the actual pixel size. If you drag in the "BrainIdle_D" sprite into your scene, how does his size compare?
It could be due to your massive Accelera…
Please see the "Custom scripting" chapter of the Manual. You can check if AC is currently in gameplay mode with:
if (KickStarter.stateHandler.IsInGameplay ())
{
// Will only run during gameplay
}
Indeed - this is a common behaviour of Unity's lighting system. You need to disable the automatic option at the bottom of Unity's Lighting window, which you can access from the top toolbar.
Like I said: using an item on itself doesn't run an ActionList - only deselects it. To clarify my first suggestion, I was saying you can replace the item so that you're not using the item on itself, but another item.
Welcome to the community, @Selzier.
This can be done within the Cursor Manager. Select the Cursor tab and find the "Inventory cursor" panel, then change the When inventory selected field from Change Cursor to Change Cursor And Hotspot La…
You could introduce an integer variable to determine which action to skip to, but your initial setup should ideally work. After testing, this is indeed a bug - thanks for posting. I'll look into a fix for the next release.
Setting the Arrow Prompt's Input type to Click Only should prevent swiping.
There shouldn't be a restriction with draggables on touch screen. What are your Input and Movement methods set to? Does it work in the Editor, and in what way specificall…
The code to select Hotspots is primarily in PlayerInteraction's CheckForHotspots function, but I would recommend first looking into writing code that sits atop AC instead of replacing it. Section 5.1.4 of the Manual covers custom interaction system…
That's clearer, thank you - so you want the scroll to become visible in the scene, but also selected as an inventory item (i.e. changing the cursor)?
Using an item on itself will just de-select it - you can't define an interaction for that, unhandl…
You haven't shown how you're running the "Sell" Interaction. When and how are either of these two ActionLists run?
Bear in mind that the "al1" shouldn't be called by the Hotspot directly - instead, it should be run by that Hots…
In which version of AC? Can we see the Hotspot's Inspector as well?
I shall look into the issue, but it shouldn't be necessary to pause the ActionList like that.
Try instead having ALspell first Action (0 - Menu: Change state) stop after running.…
And what is your Input menu element's "Input type" field set to? Note that you have to specifically set it to "Allow Special Characters" to allow them.
You're welcome - though I'd like to see if I can learn a bit more about why this would happen if I can.
How large is your player character's sprite compared to that of the 2D Demo? Would you mind also posting a shot of the Player's full Inspector …
Welcome to the community, @Escara.
You can use the Object: Animate Action to modify an Animator's parameters. Set the Action's Animation engine to Mecanim, leave the Method as Change Parameter Value, and then fill in the parameter fields that appe…