Depends how you are using AC, and the genre and camera style... also, when you have a hybrid, in some cases, you may want to disable some of AC's systems at certain points(Engine:Manage systems action). Or separate scenes with combat from non combat…
Someone already did something like this before. And although he wanted to have a random syllables effect, the idea is the same. In your case you may want to take a look at AC's scripting events in the API (since you just want to change it by Charact…
Unfortunately you'll likely have to ignore AC's camera system if you plan to use this asset. All GameCameras are just avatars or dummies. They aren't really displaying anything during runtime (you'll see the Camera component in them gets disabled). …
@Clairesquare Had to update flash but finally got to see the video. I must say the technique looks really, very impressive. And the actor was also pretty natural. Though, the presence of a real human being does make the player's 3D model's face some…
Well, in my case the min was 1 and the max was 10 (at first), but it was stuck at 1f no matter what (if you tried to increase it, you'd see the handle wobble for a moment, like struggling, lol). I did try setting it 0 min to 1 max but it gave me the…
What's the value reported by the variable? You can see this in the Variables manager at runtime. I actually had a very similar issue just recently. Basically any AC slider set to have a min and max different than the defaults would get stuck at 1f (…
Not sure if there's an action for this, but you can try:AC.KickStarter.settingsManager.loadingScene = 0;
Where 0 is the scene id (same as in build settings). You could wrap this in a custom action, I guess, so you can change the loading scene easily…
Umm... try adding an ActionList:CheckRunning at the start of your actionlist, then tick Check Self is Skipping. If the condition is not met do the normal actions. If the condition is met (self is skipping), then stop playback using the custom action…
Ummm... what loading style are you using? if you are using Async loading the scene might still be in memory, causing AC to just show it again. The scene switch action has an option called "Reload even if scene is already open", give it a t…
Create an enum with all the options you want:
public enum yourEnumType{optionA,optionB}
public yourEnumType YourEnumVar;
-Then in ShowGUI use:
YourEnumVar= (yourEnumType)EditorGUILayout.EnumPopup("my options:",YourEnumVar);
-Them in your …
To link a global variable to Options data you have to go to the Variables manager, and click on the variable in question. You will see a Link to: option with a drop down, there you can choose OptionsData. Now, a custom action is not a regular script…
To clarify, I meant he was using the Check action wrong because he wasn't actually doing anything with it, lol. I just edited the post too much I guess (got lost in the edit). But yeah, the check can be place either way, I just prefer to use checks …
You can tie a float global variable to a slider component through the AC menu manager. Set the "Slider Affects" field to "Float variable", then select your float global variable from the list.
Now, you are using the Check action…
I can't remember well where I picked this technique, but think it was from Brackeys (a guy with a Unity tutorial channel). But basically, instead of having a single mecanim parameter for each and every animation state (which quickly gets horrid) you…
I'll try it if I get the time, though I still owe @Snebjorn playing an entry for another jam which he posted some time ago... Also, I actually signed for this jam but ended up too busy with other stuff to actual make a game, lol.
If you click an image, or most other asset files, you'll get a few options in the inspector tab. In this case your issue is most likely related to the "type" defined for your image.
Most images get automatically defined as Textures and yo…
I'd also recommend you to check this thread too, mentioning a problem with playing video with the videoplayer component, which you may or may not encounter (but check it just in case, since @clairesquare already found how to solve the issue).
If you can't wait for Chris to add it officially, I recently made a custom action which allows you to control the VideoPlayer component in Unity 5.6. It should have most you need.