Welcome to the community, @ggrrhh.
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That's correct - AC inputs are declared by naming convention.
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What are the warnings, specificially? InteractionA is the main input used for interacting - any others are optional and may not be ne…
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Your modified script causes it to have no difference in reaction when pressing InteractionA or InteractionB - revert to the original script I provided.
If the overriding should only occur while a given Menu is open, replace:
if (element !=…
What's the underlying issue that the Action doesn't solve? Locking the provided up and down movement directions will constrain the Player horizontally.
It needs to be used each time. I'd recommend creating a custom Action if you want to frequently access it, but otherwise use parameters to create a generic ActionList that can be used each time you want to updated it. That way, you can avoid dupli…
using UnityEngine;using AC;public class PrefabSpawner : MonoBehaviour{ public GameObject prefabToSpawn; public float lifeTime = 2f; public Char acCharacter; public void SpawnPrefab () { if (!acCharacter.isRunning) return; …
Try unchecking Pre-process tokens?.
Otherwise: is the token included in your translation entries for that line in the Speech Manager? Let's see full-screen screenshots of the ActionLists / parameters / Speech line involved.
How is AC handling the Menu - just spawning it in and enabling it, or are there any elements linking to the Text?
Where is the script placed, and if you place a Debug.Log statement at the top of the OnPointerClick function, does it show in the Cons…
Under the hood, inventory properties are a special kind of variable - so they have all the features/behaviour of regular variables as well.
The Inventory: Property to Variable lets you transfer a property's value to/from a Global Variable, so that …
AC will draw a black overlay while initialsing.
You can prevent this by unchecking Black out when initialising? in the Settings Manager's "Scene loading" section, but the black overlay itself comes from the MainCamera. Clear the MainCame…
Yes, animation events is the way to go if you want to spawn them in.
Something like this, attached to the Animator's GameObject, should do it:
using UnityEngine;public class PrefabSpawner : MonoBehaviour{ public GameObject prefabToSpawn; pub…
Welcome to the community, @Sarrano.
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If you want AC to treat the Timeline's playback as a cutscene (i.e. block gameplay while it runs), uncheck the Playable Director's Play On Awake option, and instead use AC's Engine: Control Timeline Actio…
The default InventoryUI uses Screen Space Overlay mode - does yours work if you switch to that?
Otherwise, it might be a case of modifying the default InventoryUI in stages to look like yours - testing each stage - until the issue occurs (or doesn'…
Use Unity's Profiler, with Deep Profile enabled, to learn the source of any performance spikes in the scene.
If you're looking for a simple sprite animation, switching to an Animator prefab that just plays a simple sprite animation may be preferabl…