Is it the "Right Click" active input you have defined, or the InteractionB input?
If InteractionB, which behaviour of it specifically are you looking to disable? The examining of Hotspots?
Switch over your Menu's Source to Unity UI Prefab, if not already, so that the Menu's rendering is handled by Unity UI components.
You can then reverse the order using layout components. There's a couple of ways you can do this:
* Use a Vertical …
I'm not sure its so noticeable in the video as in the Editor due to compression, but what you're describing may be down to your project's graphics settings rather than AC.
If you use an Animator component / AnimationClip asset to move the same spri…
Recreated.
To fix, open up AC's MenuInventoryBox script, and replace line 1837:
if (canBeLooped)
with:
if (canBeLooped && newItemList.Count >= maxSlots)
With AC-sourced menus, a texture is necessary.
IIRC Unity's svg importer only allows for use in UI components by rastersing the vector graphic, but you may be able to find an extension somewhere. AC wouldn't need to be involved, however, since UI-…
Either should work, but it's worth trying. The equivalent would be:
GlobalVariables.SetIntegerValue (15, GlobalVariables.GetIntegerValue (14));
What's your AC version, and are the variable values also wrong when displayed in the Variables Manager…
I may have misunderstood the issue. Are you referring to the slight vertical jump the camera makes as the Player turns around?
That's likely due to the Player making a (very small) change in vertical position as they change direction, combined wit…
The fix you mention only relates to the starting inventory of each player, i.e. each Item's Carry on start? property.
To have each Player in your game share the same Inventory, check All Players share same inventory? in the Settings Manager's Inven…
Is the character moving left/right while animating this way, or are they stationary? It may be a Player animation issue, rather that NavMesh-related.
Share a video of the issue, as well as details of your Player and their Animator while this occur…
You raised this issue six years ago here, but I need answers to my questions in order to uncover the cause.
The thread is too old to be valid any longer. If it is still occuring in the latest release, create a new thread with full details.
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That's what I was getting at with the mention of the speech Action. This will run when the NPC arrives?
Precision movement is tricky when using Root Motion - I'd recommend the use of a Blend Tree to blend the idle/movement states they aren…
Templates were introduced in v1.79 - you'll have this issue if you're using an earlier AC version.
You'd need to update your AC version in order to have them run correctly - the Downloadable packages all assume this. However, you can try simply re…
Welcome to the community, @JayyStudio.
This type of behaviour is typically down to the use of a Rigidbody without interpolation.
Does your character have a Rigidbody2D component attached, and what is its Interpolation field set to?
You can try se…
If you don't rely on physics/colliders, a 2D Player will limit their Direct movement to the NavMesh if Auto-stick to NavMesh?.
This option won't rely on the use of Physics Material 2Ds, but instead just snaps the Player to the NavMesh if they leave…
Yes, sounds like the change in Timescale is affecting audio playback in general - AC and non AC sounds alike. The music is unaffected because it ignores the Timescale.
Set your Engine: Wait Action's wait time to -1, which'll cause it to wait exact…
It'll depend on your needs, but a mix of both may be the best approach.
You can create Variables - either Global, or on a Variables component attached to the Player - to keep track of various stats.
Similarly, properties can also be defined in the…