What's the actual goal, here? To get NPCs to all move randomly between the same set of nodes?
Having any character consider a pathfind as "failing" opens up something of a can of worms, because often they'll get stuck on something tempor…
Thanks for the alert. So the Actions between ALx and ALy are instantaneous? And are you using the "override" option in your "Dialogue: Start conversation" Action to place all responses within the same ActionList?
Does this iss…
In the Settings Manager, under "Inventory settings", uncheck Include Inventory items in Hotspot Interaction menus?. Items will then be left out of Interaction menus, and can be selected/dropped as normal.
Check Pass Hotspot as GameObject parameter? underneath the Use on Hotspot unhandled event interaction.
Then, in your unhandled event ActionList, create a GameObject parameter (make it the first one), and use that to override where your player faces…
In what AC version? A bug that caused an similar-sounding issue was quashed in the latest 1.60.2 update - try updating if not using the latest and see if it gets resolved.
So it just snaps, then?
In which verion of AC? The 2D Demo features multiple camera transitions - during the intro, and when talking to the bird. Do they work correctly when you load up the 2D Managers + Park scene?
Apologies - there is a bug with the function.
I'll fix it officially in the next release, but in the meantime you can open RuntimeInventory.cs, and replace the RemoveAllInCategory function (from line 633) to:
public void RemoveAllInCategory (int c…
The default InGame menu's Appear type is set to During Gameplay, which means it will turn off automatically when the game is paused.
Since inventories can be configured to work while paused, the selected item is not de-selected when the game pauses…
The first frame of the animation will still play before the loop is complete - that's probably what you're experiencing.
If so, you'd want to look in the GetAnimatedRect (first instance) function inside CursorIcon, though I'll look into it as well.
Unity's Input Manager doesn't cater for the specific type of input, e.g. a double-click vs a single.
You'd need to implement a custom input override for the InputGetButtonDownDelegate (see the Manual's "Remapping inputs" chapter as well a…
The steps look right, but you haven't described what you're getting instead - are you getting a transition that isn't smooth, or no transition at all? For the smoothest transition, you'd want to rely on the "Animation Curve" method so tha…
See the "Upgrade notes" of v1.58 in the Changelog file:
-If speech has audio, the “Display time factor” will only affect the duration of text display once the audio has finished playing (overrides scrolling)
To remove text as soon as aud…
As a general note about using AC in conjunction with other sequencing assets - a character's Motion control setting can be set to Manual to allow another asset to control it. When left as Automatic, AC will assume control over it every frame. It c…
Welcome to the community, @ProgrammingPanda.
It's arguable that the inventory should be disabled while an arrow prompt is displayed (similar to how the 3D Demo does). However, I shall consider exposing the positions/sizes of the arrows so that the…
Is the code actually running? Place a Debug.Log inside the function to confirm that it is:
Debug.Log ("It's running!");
However, the latest v1.60.2 update now includes a function to clear the items in a given category - so it's better t…
Not totally sure I fully understand (please consider sharing images if the below doesn't help), but be aware that Interactions, and other scene-based ActionLists such as Cutscenes and Triggers, cannot exist as prefabs. To get around this, ActionLis…
Apologies - a couple of unfortunate bug introduced in v1.60 has warranted another quick update:
Version 1.60.2:* Added: New Menu "Appear type" setting - "Except When Paused"
* Added: RemoveAll and RemoveAllInCategory functions t…