Is it consistent, in that it always occurs for the "close register" Interaction? Share screenshots of the Interaction's ActionList.
Does it work if you artificially extend the Interaction's duration with an Engine: Wait Action?
Open up AC's StateHandler script and replace line 536:
if (KickStarter.playerInteraction.InPreInteractionCutscene) return GameState.Cutscene;
with:
if (KickStarter.playerInteraction && KickStarter.playerInteraction.InPreInteractionCutscen…
It's likely a case of the GameCamera's position-setting being overridden internally - it's not designed to be teleported manually in this way.
Best to use separate cameras for each "room" in the scene. If each camera remains frozen, you …
The "Item arranging" package on the Downloads page provides 2D object-dragging. The example scene's jigsaw pieces can be picked up and dropped freely.
I'm not sure if they support regular Hotspot interactions via a click, but I'll take a…
I cannot recreate such behaviour.
The NineVerbs package over on the Downloads page includes an example scene, which is also compatible with the Template included in AC itself. The Exit Hotspot to the left of the screen also makes use of the "…
Welcome to the community, @UrutaKobito.
To be clear: is it the Hotspot label that remains, while the Interaction menu turns off correctly?
As this is a visual issue, any video/screenshots you can share that show the issue will help greatly to unde…
You can use the OnStartSpeech_Alt event, which passes a Speech parameter, and then set its TimeRemaining property to alter its display duration:
void OnStartSpeech_Alt (Speech speech){ speech.TimeRemaining = 10f;}
The 3D Primer's talking animation is full-body. To have a talking animation that can play at any time, you'll need to create a sub-layer, assign it an Avatar Mask that only affects the head, and play the talking animation there.
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Place your Menu: Change state Action before the Player: Switch Action, to ensure it runs before the scene-change.
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If no Scene: Switch Action is involved, and you are starting from a separate scene, then the default Player will be pr…
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I'm not clear on when exactly you want to make such a check. Can you elaborate and/or provide screenshots?
If you want to run additional logic after creating a Recipe, you can assign an ActionList asset in its ActionList when create field,…
What's your character's Animation engine?
If the character's Animation engine is set to Sprites Unity, then the "full body" animation will either be Idle, Walk, Run or Talk - it can only play one at a time, and if a character is walking, …
Attaching a Constant ID component only allows the MainCamera to save a reference to the camera - i.e. save which GameCamera is actually active at the time. It will not save any specific data about it, such as its position.
The position of a GameCa…
You can use Categories to limit what items can be placed in your main Inventory menu.
Create a pair of Categories - Default and Hidden - and place the magic spell in the Hidden category. Then, in your Inventory menu, check Limit by category? and f…
What is the exact issue you're facing? That setting the "Player action" to "Walk To" has no effect? Please share screenshots of the setup with details on the behaviour.
The Nine Verbs template is now built-in to AC, available …
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By this, I do not mean to place the Map player in the scene file itself - but that their "Start data", as set in the Settings Manager, is to have them be present in the Map scene by default.
Remove the MapPlayer object from the sc…
Use the AC Status box to view the game's state as described above. If you can share screenshots of its contents - and that of the ActionLists being run at the time - I'll take a look as well.