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Use FloatValue and TextValue instead of floatVal and textVal.
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Yes, you could create a Blend Tree and use a parameter that goes from 0 -> 1 to control it. You can get how far along a Draggable is along its track with the GetPosit…
AC needs to be informed of what scene data you wish it to save, by way of attaching "Remember" components to your objects.
See the Manual's "Saving scene objects" chapter for details.
I'm not the script's original author, but an adapated "MultiIntCheck" script should be something along these lines:
using UnityEngine;using System.Collections;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamesp…
You mention the camera - is this for a first-person game?
If you're switching camera, you can use the Camera: Switch Action's "Custom Curve" option to control the switch's movement using an animation curve. A series of such Actions could…
Scripting is necessary, so it's probably about the same, but you could also set the Label's text directly with the OverrideLabel function:
PlayerMenus.GetElementWithName ("MyMenu", "MyLabelElement").OverrideLabel ("MyText&q…
As the Action only needs to run once, you can simplify it to:
public override float Run (){ KickStarter.settingsManager.hotspotDetection = HotspotDetection.MouseOver;}
Which method are you having trouble with, and do you have issues if you set …
You're using the Object: Animate Action? Check that the Animator object has a Constant ID component with Retain in prefab? checked, and that the Constant ID number is being recorded by the Action.
Since this thread was posted though, you can now u…
You can check Single 'Use' interaction? in a Hotspot's Inspector to have it be a "one-click" Hotspot.
When clicked, this causes it to runs its first-enabled Use interaction instantly without first bringing up the Interaction menu.
So the cursor changes to a South graphic when at the bottom of the scene, North when at the top etc?
Your script doesn't account for any position on screen - only the amount it's moved by between frames, in world-space.
If you use Unity UI for you…
Hotspots can be blocked with a collider on the Default layer - a new empty GameObject and a Box Collider 2D attached should do it.
You'll need to be careful of depth, however - even in 2D, the Z position is accounted for. You'll need to make sure …
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The Mecanim option is intended for 3D characters - details of each option can be found in the Manual's "Character animation" chapter. For sprite-based characters (even if they are in a 3D game), you'll want to use either of the Sp…
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The "count" display over the selected item is separate to the number shown in the menu - the size/style of this is set under the Inventory cursor panel of the Cursor Manager.
For the Inventory menu: pause the game when the Invento…
The script above relates to a Transform, i.e. a physical object in 3D space. The cursor, by default, is a separate element drawn atop the scene in 2D.
You can have the cursor act in 3D space by making use of the included "World Space Cursor E…
Make a similar change to line 143, i.e. replace:
_spriteRenderer.color = new Color (1f, 1f, 1f, _spriteRenderer.color.a);
with:
if (_spriteRenderer) _spriteRenderer.color = new Color (1f, 1f, 1f, _spriteRenderer.color.a);
I'm suggesting two separate DialogLists - both within the same Menu. The first set to List, the second set to Fixed Option ID, where the ID is set to the ID of the "Nevermind" option, which will need to be consistent across all Conversati…
Version 1.79.2:
* Added: Scene Items held by the Player are now saved and loaded automatically if they have a Remember Scene Item component
* Added: Ability to use any 2D Collider component with A* 2D pathfinding
* Added: OnBeginGame custom event -…