Check the compression type of your sound files. I get the feeling It's most likely something to do with your audio clips, specially if you're the only one reporting the issue. The files may be compressed or it may have something to do with your file…
ummmm! You could create a custom action, just have a variable for the string AchievementID, then run the code inside the Run() method. you probably want to avoid running the code if the AchievementID is string.Empty and maybe have a try catch in cas…
I second the idea that modifying AC's main code base is a bad idea. In the past, when I used to need to get some references directly from one of AC's scripts I used to put some scripts directly on the GameEngine or PersistantEngine Prefabs instead, …
As far as I know AC triggers "InteractionA" and "InteractionB" whenever there's a mouse click (left or right click), your movement settings should affect this though. The available list of inputs should appear in the AC settings …
Haven you changed the "motion" engine type in the AC Player to custom? I've never used UFPS or that AI system, but I know that if set to do it the Player/NPC script will take control over the the player's movement. If the AI system does th…
No, using UGUI doesn't require any coding knowledge, specially if you are using AC, as AC takes care of giving functionality to the UI. But using UGUI does requires you to know how to put together an UGUI menu. All you have to do is learn. Check th…
Umm.... you really should take a look at unity's or any youtuber's tutorials on mecanim and animation, as that's a part of unity's basics...
Basically, the orange arrow is the Default Animation State that will be played by the animator. This is pla…
Umm... whatever it's easier and works best for you will always be the best. Why make the game 2.5D if you think it'll be easier or better for you to do it in 3D? I don't know why you are worrying. Honestly, I'm in the same boat. Although I do love 2…
Making them randomized is the easiest, you can use the Variable: Check random number action. Then you can have each of the numbers give a different line that way. Otherwise, as far as I know, you'd need a way to keep track of the order/number of the…
Wow, that asset looks really cool! It does seem to have custom events too, which could be a start for an integration, I would have loved to fiddle with it and AC... But, um, it's expensive and I'm broke, lol (inflation and general economy in the cou…
Can you show us the whole script again? (the other link is dead already). or show us a repro/minimal project? It's kinda hard to know what's really going on when we can't see the code or exactly how you are using the script too...
Ah, didn't see you other post until now. Anyway, have you tried simply putting the script directly on the canvas? that way you'll know for sure that the script will work when the menu has already initialized (since the script will only work itself w…
What do you mean "I can't simply link an AC var to the UI, since i also need to change graphics, and i can only do that via script"? Just as there are Get functions to read AC global variables there are Set functions to set the contents of…
Well, if there was not enough time to remove them, or I felt it was too risky, I would probably just turn them into blank custom actions. That way they wouldn't execute any real code, and I wouldn't risk ruining the wiring in the actionlists... cour…
quote:The text object itself i have set in the editor (it's a public), however even when it was set to private and i told it where exactly the label is located it did not go past the Debug message.
ummm, then this may have to do with the way you are…
Well, now, this is a case where animating the camera is probably the best solution (cause it's a very simple motion). Try putting the camera inside an empty object and then animate the empty object. Once that's done you can call that animation using…
I'm away from my pc, but can't you just use the Engine Manage systems action for that? I kinda remember you can also disable/enable the cursor using that action.