I can't recreate such behaviour. Do you have multiple instances of the script present?
One thing I should have mentioned is that the "character" parameter should be used to filter out events called by other characters. If you attach the…
Best handled through script for this.
AC's First Person Player template comes with this feature via its "FP Crouch" component - but this is also transferrable to non-first person Players, as its "Camera Parent" field is optional…
It may be that saving is disabled at the time the Pause menu is turned on.
Check your Pause menu's "ActionList when turn on" asset - share it's Actions and properties here, and I'll take a look.
Run the game, then disable the script - what are the UI Camera's "Viewport Rect" values, and are you able to remove the issue by manually adjusting its values? Lowering the X and raising the H ought to do it.
I've done some tests, and the Remember Transform appears to work OK with RectTransform components. There may be another factor at play on your end, here.
Does the NavCamUI Camera get enabled at runtime? It's disabled in your screenshot.
When enforcing an aspect ratio, however, AC will force the MainCamera's rect property to the correct ratio. It may just be a case of having the custom UI camera co…
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Thanks for the details.
If you're using a separate UI asset that has its own UI scripts etc, then bypassing the Menu Manager and accessing AC functions/variables directly is a good option.
In the case of running an ActionList when a Button…
The ActionList: Kill Action can be used to stop an ActionList - including the one it's a part of.
If you preceded the "stuck" Action with an ActionList: Run in parallel Action, you can run the above after a set time using an Engine: Wait …
I don't see anything standing out as to what might be wrong - it looks like it should work.
Try unchecking User can change value? in the Slider's properties.
What are your AC/Unity versions, and do you get any related messages appearing in the Con…
You can hook into the OnCharacterReachNode custom event to get details of how far along a Path a character is:
using UnityEngine;using AC;public class GetNextNodePosition : MonoBehaviour{ void OnEnable () { EventManager.OnCharacterReachNode += O…
Changing the Movement method affects the Settings Manager itself, which is an asset file. Such changes are still kept when exiting Play mode, so you'll need to make sure that your game begins with the right values.
To do this, you run an Action to…
Apologies for the trouble - it was removed accidentally. Thank you very much for letting me know!
To fix: open up AC's ActionVarCheck script and look for the following around line 491:
showType = _var.type;
Underneath, copy/paste the following:
…
Such a change wouldn't get stored in save-games, whereas I try to generally keep changes made through Actions as such.
The intended way to handle this situation is to create two Interactions of the same type (e.g. "Use"), disable one by d…
Temporarily set your SavesList element's Display type to Label Only, and disable the screenshots feature at the top of the Settings Manager - that should remove the unwanted instances of that message.
Yes, it's possible to implement Remember components to save custom data. A tutorial can be found here.
Adapting RememberTransform to also work with RectTransforms, however, is a great suggestion - I'll give this some thought and see if it's possib…