The Inspector's Offset values can be modified through script at runtime with the afterOffset variable.
I'm not sure I'm following your meaning exactly, though. Can share screenshots and details of the situation?
Is the Wrap mode a factor, in that setting it to None prevents the issue?
Check that the Camera component itself isn't enabled at runtime - this should be disabled, just as with any other GameCamera outside of Timeline.
Check also that the Track d…
Open up the MenuLabel script, and look for the following around line 510:
newLabel = overrideLabel;
Replace this with:
newLabel = KickStarter.runtimeLanguages.GetTranslation (overrideLabel, lineID, languageNumber, AC_TextType.MenuElement);
There are a few general approaches, depending on how things should work.
If you have a fixed set of options, then one way is to enable Player-switching, create appearance as a separate Player prefab, assign them all in the Settings Manager, and the…
As there's trouble recreating this reliably, let's start by removing some of the additional aspects to reduce the complexity. Stick to just regular speech Actions (no Conversation objects), remove an enforced aspect ratio if set, and disable speech…
I forgot about it yesterday, but the Input System integration package actually contains a custom preprocessor that attaches to Vector2 inputs, named AC Cursor Position Preprocessor. When attached to a Mouse position input, it'll override the value …
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This is at runtime? The Menu Manager fields should always point to the prefab.
There may be more than one aspect at play here. Rather than sending the project, try creating a test scene that demos the issue (two if a scene-change is neces…
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You'd need a custom Editor script for your class, but the ActionRunActionList contains public static functions that provide dropdowns for Variables, Documents, Inventory items, and Objectives. Example use:
myParameter.intValue = ActionRunA…
Welcome to the community, @jg1509.
As you're covering a few different parts of AC's editor windows, screenshots would be best if you can share them. The forum doesn't support direct image hosting, but you can upload images to e.g. imgur.com, and t…
Welcome to the community, @Ewoud.
Are you switching between the system cursor and simulated cursor on the fly, or only using the simulated cursor?
It's been a while since this thread began, and the fine details of each project will vary - if you c…
The code change I mentioned earlier was not applied correctly in your previous post. I did encounter an issue, and the fix I posted should resolve it, but if the issue persists on your end then I will need to work with your exact files.
The best wa…
The audio clip fields in the Player's Inspector have been superceded with the dedicated "Footstep sounds" component. This can play audio automatically based on movement, but the use of animation events is the way to get the most realistic…
Could be a bug. Open up the script file (ActionMenuSetInputBox), and replace:
public class ActionMenuSetInputBox : Action, IMenuReferencer
with:
public class ActionMenuSetInputBox : Action, IMenuReferencer, ITranslatable
Does that cause its tex…
Welcome to the community, @yonderworks.
AC should work just fine Unity 6. You may get a couple of warnings in the Console, but these can be ignored and will be ironed out in the next update. If you encounter any issues, however, post details here…
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Are you running this from an ActionList asset, or from one in the scene, and at what time / how? I don't see an issue from the screenshots, but I need to see the wider context.
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What's your AC version? In the latest release, if Loc…
Welcome to the community, @GOA_lien.
The "Lock When Correct" dropdown field is a global setting - it should be on the Arranging Puzzle Manager component, rather than individual pieces.
Setting this to "After Each Correct Placement&q…