If you're just looking to implement strafing - not actual First Person perspective - assign a Transform to the Player's DirectMovementTargetLock property instead.
Have this be an empty GameObject in the scene that positions itself a set distance aw…
They can reference a prefab, but not use the Constant ID system to have it refer to the prefab's scene instance at runtime.
In this case, however, you don't need it to - as the script/prefab accesses the Player only through static references.
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It should retain the change automatically. Are other options (e.g. Anti-aliasing) being restored correctly?
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Are you using Unity UI for your cursor rendering? Select it in the Hierarchy at the time to see its state, and check that …
The Speech Bubble menu self controls its position and that of the arrow. I will update it with the ability to configure the arrow's position and direction.
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You wouldn't rely on a variable, as you'd need a separate one for each NPC. Instea…
If your camera is constrained by a background, and uses the Player as its Target, is that to say you're using a GameCamera 2D?
A camera with such settings will be under its own positional control - it'll be positioning itself automatically to show …
You can quick-turn the Player by calling their SetLookDirection function, passing in the inverse of their forward direction:
AC.KickStarter.player.SetLookDirection (-AC.KickStarter.player.transform.forward, false);
To call this from an Active Inpu…
Welcome to the community, @jeancallisti.
There are two ways to skip the demo game's cutscenes.
If you define an input named "EndCutscene" in your Input Manager, pressing it during cutscenes will skip them. Details on all inputs availabl…
This script will set a Global Bool to True when the Player is on the right of the screen, and vice-versa:
using UnityEngine;using AC;public class PlayerScreenSide : MonoBehaviour{ public int variableID; GVar variable; void Update () { …
At least when it comes to AC, editing the source code should be avoided when possible - as it'll mean such changes are reverted upon importing an update.
The alternative that AC provides is to hook into custom events - which are essentially "s…
Yes, you'll need to have a regular Hotspot menu that then gets duplicated through script to show for all Hotspots at once.
A script along these lines can be found on the AC wiki - it might just need a bit of tweaking:
https://adventure-creator.fand…
Attach this modified script to the Camera you want to affect, rather than the MainCamera, as the MainCamera isn't directly affected by it.
What kind of GameCamera are you using, exactly? If you replace AC.GameCamera with AC._Camera, it will work f…
They're both possible - but they're a bit involved so it's best to take things step by step.
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With Unity UI, you can now make use of Unity's animation tools to handle this.
Attach an Animator to the item slot's Image component, and create a…
It might be that FlashHotspots is being detected - but the Highlight components aren't affecting the material correctly.
To help debug, you can separately enable Hotspot icons in the "Hotspot" section of the Settings Manager. These will …
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This should be the default behaviour. What device/platform are you building to, and what is your project's "Active Input Handling" set to?
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A scrolling inventory can be achieved by creating all of the slots (not just the 8…