Objective lists can be filtered by their type - so you could show e.g. one list for Active, and another for Complete objectives.
With Unity UI, you should be able to arrange these vertically such that the "completed" list can be shifted d…
Please let me know your AC/Unity versions.
The screenshots only show a portion of the Player's full Inspector, but this may be a case of them having no "sprite child" assigned.
Does the character's Animator have "Apply Root Motion&q…
What are your AC/Unity versions, what is your camera type, and are you getting any related messages in the Console when this occurs?
Check that the active GameCamera has a Constant ID component attached - it's necessary for saving to work correctly.
I wouldn't need the same project - you could create a duplicate and remove unnecessary assets (models, animation, sound, scenes etc). So long as you can run a specific scene, with the game initially set to non-first person, with an "ActionList…
I've been looking into the wider issue that causes this since your first mention, and I think I might have a solution.
If it is possible to fix - such that your most recent package is able to work as intended - I will include it in the next update.…
It's as I said regarding the Wait until finish? option in your ActionList: Run Action. You'll get issues when having this wait for ActionLists that run further Conversations.
When this option is checked, this option is able to detect Conversations…
The GetSaveFile function is non-static - you need to reference the KickStarter's instance of SaveSystem (instructions can be found here).
To fix, replace:
SaveFile saveFile = SaveSystem.GetSaveFile(i);
with:
SaveFile saveFile = AC.KickSt…
Gravity is not applied when a character is grounded - though the conditions for being "grounded" is based on the character's components/settings.
When a character features a Character Controller, its isGrounded property is referred to.
Welcome to the community, @eldomtom2. What are your AC and Unity versions?
Which direction does the character move in? Is it always literally in the same direction (e.g. right), or just on the same axis (e.g. left and right)?
To be clear: you're…
Thanks for the details. We're not getting enough from these though, unfortunately - it's looking like I'll need to take a look inside the project myself to get to the bottom of this.
Would you be able to PM me a .zip of your project folder? The L…
Thanks for the alert, @Kisuarts. I've included a fix for this below:
Version 1.81.1:
* Fixed: Unity UI Cursor prefab getting duplicated when loading a save-file in the same scene
* Fixed: "Unity UI blocks interaction and movement?" opti…
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I'm referring to once you're in Play mode and the Menu has been spawned into the scene automatically. That's when I'm suggesting you (temporarily) assign the Camera in the Canvas Inspector.
Don't assign the NavCamUI as a prefab - you need to assign the instance of it in the scene.
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How are you attempting this? By the small circle in the Inspector? Drag it in from the Hierarchy instead - any screenshots you can share will help…
Getting nested conversations working just needs a couple of things bearing in mind:
* Avoid mixing the Dialogue: Start converation Action's Override options? option in the same sequence - either have them all checked, or all unchecked (checked reco…
OK. Remove that line now, and go up to the SetFirstPerson function (around line 438).
Find the code block:if (firstPersonCamera){ SetGameCamera (firstPersonCamera);}
And add just underneath:
else ACDebug.LogWarning ("No first person came…
Try updating the PlayerInteraction script's UpdateInventory function with the following:
public void UpdateInventory (){ if (hotspot == null && button == null && IsDroppingInventory ()) { if (KickStarter.playerMenus.Eve…