This should do it, when combined with the first ClickUpToMove script:
using UnityEngine;using AC;public class ResetDragCamera : MonoBehaviour{ public GameCamera2DDrag dragCamera; public Vector2 playerOffset = new Vector3 (0f, 2f); [Range (…
This variant will reset the pitch when its ResetPitch function is called with the Object: Call event Action:
using UnityEngine;using AC;public class ResetFPCamera : MonoBehaviour{ public void ResetPitch () { if (KickStarter.mainCamera.…
Welcome to the community, @Avocado.
First of all: there's a small typo in the "API reference" reported by the Editor - there should only be one stop at the end, i.e.:
AC.KickStarter.inventoryManager.GetObjective (3).states[0].label
(I'l…
It's a bit of a unique situation, but I'd try using Empty child objects, attached to the boat, that represent where the two characters should be positioned - and then animate their positions as part of the boat's sprite animation.
You'd need to mak…
You can try calling the RebuildMenus function, but I'd recommend using AC's own scene-switching system to avoid these (and potentially other) issues:
AC.KickStarter.playerMenus.RebuildMenus ();
It looks like you're placing this in an Actions folder - either AC's own or a custom pointed to by the Actions Manager.
The TurnOffHotspots script isn't an Action - place it in a regular script folder and it should work.
Ah. Should just be a case of calling the active GameCamera's MoveCameraInstant after the Teleport call:
KickStarter.mainCamera.attachedCamera.MoveCameraInstant ();
No - the processor reads AC's own GetMousePosition function, which will rely on the CursorHorizontal/Vertial inputs used to move the simulated cursor.
It would be good to have another set of eyes on this - certainly if you make progress on your end…
If you're using a gamepad but not direct-navigation of Menus, you're relying on a simulated cursor. In my experience, Unity's Input System doesn't play so nicely with this and menu selection.
To get around this, the Input System integration has a …
The script snaps back to the Player, but you could feasibly have it snap to the nearest other camera. I'm not 100% clear on your meaning - is that what you're geting at?
(Quote)
Sounds best to tackle this afterwards.
I'm not sure how the color factors in, but the "Scroll SpeechText" option needs to be called before the Speech line is spoken.
If the Menu you're referring to is your Subtitles menu, then the Speech line has already begun - the Menu will …
The Dial menu's "Appear type" is set to "Manual", which means it should only turn off if explicitly commanded to.
Your "Dial_Log" ActionList, which runs before the Conversation, appears to reference this Menu. In what…
* It's appearing as untitled because you're not declaring the Title or Category properties
* The code in Run won't run because isRunning defaults to False and is never set to True
* gameObject in AssignValues is set as the scene's SceneSettings obje…
Thanks for the bug report.
To fix, open up AC's GVar script and replace its IsGlobalVariable function (around line 597) with:
public bool IsGlobalVariable (){ if (KickStarter.runtimeVariables) { foreach (GVar gVar in KickStarter.runti…
Is the Property with ID = 0 available for all Items?
One thing to note about the InvInstance class: it can be non-null but still invalid, if the amount it represents is zero.
Rather than a null-check, use its IsValid static function instead, i.e.:…
I'll need to be very clear on your exact setup. Can you share the scripts involved, with details on where they're attached / screenshots of your Settings Manager?
It doesn't get called because the code block will only run if Input.mousePosition != startPosition is true, in which case the first sub-block will run.
You can replace:
if (button == 0 && Input.GetMouseButton(0) && Input.mousePosit…