Locate your GameEngine object in the scene, and the Player Input component within it. Set the Direct Movement Responsiveness to zero and test again.
Next, open up the PlayerInput script, and find the CreateMoveKeys function (around line 1342 in th…
Either parent the flashlight to your sprite child, or make sure that Turn root object in 3D? is unchecked in the Player's Inspector. This'll stop the light from rotating around the Y-axis.
That's the only AC-related factor I can think of. AC does…
You can have a single walk animation, and then control the rotation of the sprite child separately.
With Sprites Unity Complex, you have access to "Direction" integer and "Body angle" float parameters, which will be updated as t…
It's not a behaviour I can recreate, but I'd guess this would be on the Unity side of things. AC is reading for input in the standard way that Unity provides, so it'd be down to what input values are being given to it.
What's your Unity version, a…
Welcome to the community, @timob.
If it's coming from AC, the Json data in your scene is the backup data of your ActionLists.
By default, ActionLists are backed up every 10 minutes, but you can disable this within the Adventure Creator section of …
What device are you using? I cannot recreate such an issue on my end. We'll need to run a few tests on your end to help work out what's going on.
* In your project's Player settings, what is the state of the "Hide status bar" option, an…
Afraid not - these aren't AC functions, and API is behind NDAs available to registered PS5 developers. You'll need to use the official PS5 channels for information.
"Horizontal" is an Axis input type - wheras a Button input type is required.
Create a new input named e.g. "ShiftRight", and map it to the right arrow key explicitly (similar to the "Down" input used by your QTE), and …
Recreated. To fix, open up the ActionCharHold script and go to the RunSelf function.
Replace the following lines:
switch (hand)case Hand.Left:case Hand.Right:
With these:
switch (attachmentPointID)case 0:case 1:
Does this bar appear if you create a new scene with just a Camera, no AC, and set that to be your project's first scene in the Build Settings?
If so, it may be a property of Unity and/or your project, in that case.
If not, share your AC/Unity vers…
The OnVariableChange event can be used to record changes in variable values.
A rough example, that outputs such changes to the Console:
using UnityEngine;using AC;public class ShowVariableChanges : MonoBehaviour{ void OnEnable () { EventManager…
Assigning the input to the "Alternative input button" is the right way to go.
Are you using Input System or Input Manager? If the former, does the latter work? Check the Console for related messages.
The Active Input approach could wor…
Thanks, I'll attempt a recreation.
Does it work if you uncheck Duplicate for each Hotspot? in the Menu's properties?
Have you tried the other approach of displaying nearby Hotspot icons, via the "Hotspots" panel in the Settings Manager? …
* Is this to say it doesn't occur in the Editor? Can you share details/screenshots of the character's setup and animation calls? I'll need to attempt a recreation.
* Does this only occur with the Fridge door interaction, and what Actions are being…
Are you using the system cursor, or a simulated one (controlled via gamepad or keypad), or are you navigating menus directly?
Is there an EventSystem already in the scene that would override the one assigned in the Menu Manager.
Try a new project …