The two are separate - regardless of when sounds are played, they are still pulled from the character's current Surface.
See the Manual's "Footstep sounds" chapter for details.
Welcome to the community, @Vythiri.
v1.65 was released several years ago - long before Unity 6. It is not compatible with that release.
Are you able to provide steps that reproduce such an issue with the current release in Unity 6?
Welcome to the community, @Rantceck.
You can use a pair of Triggers (Enter and Exit) to run Character: Animate and Player: Constrain Actions to adjust the movement speed and prevent/allow running.
Alternatively, you can rely on a custom script, at…
Something like this, attached to each slot object and configured with that slot's index number, should do it:
using UnityEngine;using AC;public class ItemSlotAnimator : MonoBehaviour{ public string menuName = "Inventory"; public str…
If all is set up correctly, you shouldn't need to involve a Sorting Map, nor enter Play Mode, to see the effects of it.
What is the exact behaviour you're now getting? Share screenshots of the issue - including the scene, the full Inspectors of th…
You can set the ActionList to run in the background.
Using a Moveable may work, but the intended way to animate menus as they turn on/off is to rely on a regular Animator, and configure the states as set in the Menu's properties when setting the Tr…
I don't see any issues with the Actions in your screenshot - what are your AC/Unity versions?
The easiest way to rule out DS being a factor is to temporarily replace the DS Action with e.g. Dialogue: Play speech to play some simple text. Does the …
To have a Unity UI-based Menu pan down when turning on, you'll need to rely on an animation-based transition, yes.
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Sorry, can you rephrase this? I'm not clear on your meaning.
How are you transitioning between Menus? With the dedicated "Crossfade" option in your Button elements, or with an ActionList that runs a pair of Menu: Change state Actions?
If the latter, what are the properties of this ActionList?
Welcome to the community, @miko.
It sounds like you're mostly there - constraining the Player to a Path will prevent them from moving in unwanted directions.
For the camera: you might get by just switching to a regular GameCamera that has Follow c…
Thanks for the details.
I can't reproduce the issue on my end with your Manager, however - with or without the option checked.
After unchecking it, what layer are Hotspots on? They'll need to be on the Default layer to be interactive.
As it soun…
The Sample 3D Player uses a Character Controller for physics - if they're falling through the floor, it sounds like the floor doesn't have collision enabled.
Does your floor plane have "Is Trigger" unchecked?
It's worth mentioning that -…
Welcome to the community, @Ralyena.
It's difficult to judge exact time frames - polish/animation/audio/VA etc all factor in.
But: if you have the design docs, and the gameplay is well-aligned with the tools that AC provides, then you're in a very …