If you have very specific behaviour in mind, it might be best to rely on a dedicated asset built with this kind of gameplay in mind.
That said, an approximation of this should be possible in AC. There are a couple of ways to go about it: essential…
Doesn't sound right. To be clear: pressing the "Submit" input halfway down an InventoryBox element that displays Objectives causes it to select the first slot?
Is the Menu set up to be directly-navigated, via the options at the top of th…
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How about either of the two Submit inputs?
I don't see an InteractionA input, however - if you have Mouse clicks have default functionality? unchecked, regular input in the scene shouldn't work unless you're using Unity's Input System, as o…
Thanks, with this I've recreated the issue.
I'll issue an official fix in the next update, but in the meantime you should be able to apply a hack for it by opening up AC's Char script and replacing:
if (!SceneSettings.IsUnity2D ())
(around line 1…
Thanks for the details.
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No worries, try this. Open up AC's GVar script, and add the following to the top of the Download function (line 194 in the latest release):
if (id == 1) Debug.Log ("Download " + label + ". PM ("…
The integration is intended as more of a "base template" to be modified, given the flexibility KCC has. You can use the following to check if the Movement system is enabled:
AC.KickStarter.stateHandler.MovementSystemIsEnabled
I've gone …
You won't want root motion - that'll add more complexity into the mix.
Sounds like you've done everything right. Could you share screenshots of the NPC's root Inspector? I'll attempt a recreation.
You don't need to use OnLoad in each scene to run logic upon loading - you can use the Events Editor, up in the top toolbar.
Create a Save: Load: After event, have it auto-create an ActionList, and add to it an Action to re-enable saving. This wil…
Ah. In that case, it's simpler.
You can either control the enabled state of your components with an Animator, and then use Remember Animator, or use this variant of the above that saves a component's enabled state:
using UnityEngine;using AC;publ…
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Do you have any Inputs mapped to the input named "mouse 1"?
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The Settings Manager only lists Inputs listed that will be recognised if present in the Input Manager - it's not a list of what's defined.
Looks good.
The built-in way to handle this would be to create an ActionList that uses a series of ActionList: Set parameter Actions that each update the parameter of another ActionList - with the value of the updated parameter itself being paramet…
Looks like it could be down to the Reference scenes by field in the Settings Manager's Saving panel - is this set to Name or Number?
When using the Scene: Switch Action, this shouldn't matter - as it'll convert a string to a build index, and vice-v…
Thanks for the details, it'll help when it comes to considering such a feature.
I'm not sure I'm able to recreate unwieldy or overshooting behaviour with the panning - is that to say its overly-sensitive, or moves more after releasing input?
As Hotspot input mode is set to Touch Up, is that not giving the same issue even when using Context Sensitive interactions? I'd have thought you'd need to set it to Touch Down to have it work.
To disable the script when interacting with the Arrang…
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To be clear: what was the result in that test? Was the AC variable loading once the FSM was no longer running?
We can check if this is a case of AC not saving the variable at all by checking the raw Save data.
If you open up the Save-game…