It's not due to AC. Your script is setting the min/max values in the Start function - i.e. when the scene begins.
Detecing the "right clip that is playing" is open ended - multiple clips can play at the same time, technically. Are you l…
Welcome to the community, @ioannis.
Love the idea! Very unique style and looks a lot of fun.
Setting the Turn speed to 0 is the intended way to prevent AC from turning the character. Are you having further issues with this set?
If so, it is pos…
As in, it's physical size? That's a case of affecting the slider's RectTransform sizeDelta value, i.e.:
audioSlider.GetComponent<RectTransform> ().sizeDelta
Welcome to the communirt, @chichinohaha.
Attempting to turn on an already-visible Menu should't have an effect - naturally, if there is an issue here it will be addressed.
I cannot reproduce any issue from your description, however - it may be tha…
There was an issue related to the way Events were being saved - I'm afraid it may be that you need to recreate them when jumping between those versions. How many are missing?
Unless you're modifiying AC's codebase, then AC will be in control of the character's rotation each frame - additional calls to set it will need to be in LateUpdate for them to take effect.
What are your AC/Unity versions, and can you share shots o…
The AudioSource of Music and Ambience tracks respectively can be gotten with:
KickStarter.stateHandler.GetMusicEngine ().audioSource;KickStarter.stateHandler.GetAmbienceEngine ().audioSource;
You can handle this with a script attached to the Player that checks for Hotspots with a specific tag:
using UnityEngine;using AC;public class HotspotLight : MonoBehaviour{ bool isShowingHotspotLight; public string hotspotTag; public Light…
You can expand that thread's script to keep a list of items if the Menu isn't open at the time, and then hook into the OnMenuTurnOn custom event to show anything in the list when it opens:
using System.Collections.Generic;using UnityEngine;using Un…
You could do it like that, but I was suggesting having a 2nd light as part of the Player's prefab - not in the scene. The Light component would be disabled by default. To both, attach AC's Light Switch component.
When the Interaction begins, use …
Do items get selected normally when clicking one in the Inventory?
What are your AC versions, and share screenshots of the Hotspot, the Interaction ActionList, and your Settings Manager. In particular, check that none of the "Deselect item&qu…
It's a bit of an edge case, this. While not the cleanest solution, it should be that you can brute-force through this by keeping Ignore input? checked, and attaching this script to each of the Item slot Button GameObjects the UI prefab:
using Unit…
You're welcome to share screenshots to clarify your set up, but it sounds like you can make use of the Set Interaction Parameters component here, to avoid creating such "mini" ActionLists for each object.
Attaching this component to a Hot…