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On further testing it made new problems, namely regarding scene switching. The camera would stop smoothly following the player, or switch to a new camera when moving directly.
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== MovementMethod.PointAndClick) return; #if UNITY_2019_2_OR_NEWER if (autoStickPolys == null || autoStickPolys.Length == 0 || autoStickPolys[0].gameObject != KickStarter.sceneSettings.navMesh.
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= PlayerAction.WalkToMarker; #if UNITY_EDITOR UnityEditor.EditorUtility.SetDirty (hotspot); #endif } } } }
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} } // Asset file #if AddressableIsPresent if (KickStarter.settingsManager.saveAssetReferencesWithAddressables) { Addressables.LoadAssetAsync&a
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using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionContainerCheckFull : ActionCheck { public Container container; p
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using UnityEngine;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionCheckInventoryCategory : ActionCheck {
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Sure Chris! Here it is. Although I have corrected this a little according to my needs. Maybe you could put in adventure wikia if someone needs it
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#if UNITY_2019_4_OR_NEWER if (settingsManager.events != null) { foreach (EventBase _event in settingsManager.events) {
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using UnityEngine;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionPathType : Action { public int constan
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} else {#if UNITY_PS4 Sony.PS4.Input.PS4Input.OpenOnScreenKeyboard(0, Sony.PS4.Input.PS4Input.OnScreenKeyboardType.Default, "");#elif
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using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionSetInvAppearType : Action { public override ActionCategory Category { g
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using UnityEngine;using System.Collections;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionFrameFlipOnOff: Action { // Declare variables
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loadedData = true; if (!string.IsNullOrEmpty (data.controllerID) && Animator && saveController) { #if AddressableIsPresent if (true)
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using UnityEngine;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionRename : ActionCheck { public int cons
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Hi. If I understand correctly, PlayerPrefs uses the Xbox API under the hood (According to official Unity support in the Unity Game Core forums). So I think I could just use AC's Save system as is wit…
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using UnityEngine;using System.Collections;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionFlashHotSpots : Action
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using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionCheckPlayerMove : ActionCheck { public override ActionCategory Category
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index) { return parameterLineID; }#if UNITY_EDITOR public void UpdateTranslatableString(int index, string updatedText) { parameterText = updatedText; } public int GetN
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using UnityEngine;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifusing HutongGames.PlayMaker;using AC;[System.Serializable]public class ActionBroadcastPlayMakerEvent : AC.Act
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using UnityEngine;using System.Collections;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionFindObjectAndToggleComp