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Use this variant of the SetNavCamUI script, which should detail more info in the Console when enabled:
using UnityEngine;public class SetNavCamUI : MonoBehaviour{ void OnEnable () { Debug.Log ("SetNavCamUI: Assign the NavC…
Very odd. I can't reproduce such behaviour at all.
While the ActionList runs, does the Status box list the "Current game state" as "Cutscene"? Inside it, try running one more Engine: Manage systems Action to update the Movemen…
The reference is there - you have the correct version.
It looks like it's down to the Inventory menu pausing the game, which currently prevents the check being made. I'll look into this.
For something more exact, you may want to rely on scripting - but I'd say it's worth giving a go using Actions.
When aiming, you can run the Physics: Raycast Action to shoot a ray/sphere from e.g. the centre of the Player, in the direction they fac…
It's based on your Menu's Source, as AC menus have slightly different Position Type values to Unity UI ones.
If your Menu uses Adventue Creator as its Source, use positionType. Otherwise, use uiPositionType.
It's worth mentioning, though, that th…
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That'll be the issue to address first.
The SetNavCamUI script (from this thread) should set the Camera property by searching for an object named NavCamUI. If it can't be found, it'll report a warning in the Console - is this not the case?
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I'd say it's best to leave AC out of it as best you can. If you're writing a script to handle the numbers and logic, then the values themselves can also be stored within the script. AC could be uesd to reference the Canvas root prefab (so the Menu…
A Remember Transform will always record an object's position, but the recording of the object's presence in the scene is optional.
If you want to record its presence, but not position, it sounds like you're best off letting it work as normal, and t…
If it's been manually locked, check your Engine: Manage systems Actions - this Action type has a "Saving" field that can lock the game's ability to save.
You can use the Actions Manager to search your project for all instances of a given …
At runtime, Menu data is transferred from the Menu Manager asset file to the PlayerMenus script. Your code is affecting the original Menus, not their runtime instances.
Getting the Menu via PlayerMenus should do it:
Menu menu = PlayerMenus.GetMen…
It wasn't a case of just one tweak, but essentially it boils down to the PlayerMenus script's new CanCurrentlyRightClick function - as called by the PlayerInteraction script - needing to returning false for it to be possible.
Does the Status box list the "Current camera"? The MainCamera's Inspector should also list the camera its currently attached to.
Does your scene have an opening cutscene? If not, create an OnStart cutscene, and have it run a simple Engi…
Upgrade notes
* The Scene Manager's "On variable change" Cutscene has been removed - replaced by the Event runner component's "Event / Change" events
* The Footstep Sounds component, and "Sound: Change footstep sounds"…
Don't adjust the MainCamera's Rect values - they should be set correctly.
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What does that look like? Does the "triple image" mean the black pillarboxing becomes thinner?
Try adjusting the "Clear Flags" option on the Nav…
Speaking generally, AC can invoke third-party/custom script functions using either the Engine: Call event or Object: Send message Actions.
If you require more parameters to be set in the function calls to your other asset, you can write them in a c…
Seems like an issue with the import - a fair number of changes were made to the Scripts folder since that test. The Manual and Changelog files have also been updated.
With v1.81.0, an "InteractionB" input should not be necessary.
To che…
The log in the Console can likely be ignored - what we need to instead focus on is the effect it has in-game.
When you run for the first time, and things don't work as expected, pause the game and check the "Movement method" in the Settin…