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Essentially: InvItem is the original asset, and InvInstance is the runtime instance of it. The latter should always be the one you modify at runtime - a page describing the general concept can be found here.
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You may have already fo…
Hard to tell without seeing the specifics, but a Menu's visibility is based on two things:
* Its "Appear type" property matches the current state of the game
* The Menu is unlocked
Does your Conversation menu pause the game? If so, Menu…
Is this with Unity's 2D skeletal system, or a third-party such as Spine?
If your character has an Animator, controlled with parameters, you can have a custom script copy the parameter values from the original to the copy in an Update loop.
You can do this with the camera's SetPitch function, setting the pitch angle to zero.
Here's a script that calls it whenever you switch to the first-person camera:
using UnityEngine;using AC;public class ResetFPCamera : MonoBehaviour{ void OnEn…
I may have been a bit premature in updating the wiki script - as it will require the upcoming v1.80 update to display in the correct order.
In the meantime, you can hack this by opening AC's Conversation script, commenting out the two instances of:…
Search your Project window for the ScriptedActionListExample file - it's an annotated script showing a pair of examples that involve generating Actions at runtime.
Thanks for the details.
It looks to be because the Motion control field is set to Manual, which is intended to allow integration with custom motion controllers. When this option is set, AC won't affect the character's motion directly - but public …
Welcome to the community, @atessa.
We'll need to determine if this is an issue with your NPC, or with the scene's NavMesh.
From what you describe, it sounds like its to do with the NPC. You can check this by dropping the 2D Demo's Player characte…
If line 23 is Texture photo = item.Tex;, then it's to do with the item not being in the Player's inventory. You're running a for loop through each item ID, but not checking if that item is present tat the time.
With the use of properties, however,…
As this is a visual issue, it may help to see screenshots of the setup to help understand the situation.
Though, it's best to have the original mesh be in the correct orientation if possible. Are you able to rotate the mesh file in your 3D modelin…
Recreated, thanks for the details.
A temporary fix: open up the ActionCinemachine file, and replace:
namespace AC.Downloads.Cinemachine
with:
using AC.Downloads.Cinemachine;namespace AC
This would be the equivalent for touch input:
using UnityEngine;using AC;public class ClickUpToMove : MonoBehaviour{ Vector3 startPosition; private void Start () { KickStarter.playerInput.InputGetMouseButtonDownDelegate = MyGetMouse…
You can achieve this with the use of input override delegates - see the Manual's "Remapping inputs" chapter for details.
This might need more tweaking to get working for other devices / account for Menus etc, but something along these lin…
Thanks for the details.
The Json data shows that the list of carried Documents isn't being saved - so the issue lies with the initial saving process, rather than loading.
What of the other details mentioned in my previous reply? Any screenshots y…
For the saving/loading, I'd say you're best off relying on a String property, available for Items in your "photo" category, and storing the image data there. This is because item property data is automatically recorded in save-game files.…
It's just a case of the class/filename matching that of the Enum being referenced.
Replace SystemLanguage.English etc with UnityEngine.SystemLanguage.English and it should work.
I can't recreate such an issue on my end - what are your AC/Unity versions, and does the Button at least change colour when clicked?
Check that you've assigned the MainCamera as the Canvas component's "Render Camera", and try removing the…