You're using Context Sensitive interaction mode, which means you can check Change cursor based on interaction? to have the cursor change to each Hotspot icon's first-available "Use" interaction when hovered over.
Alternatively, if you use…
Could you share a screenshot of your Cursor Manager that shows the assigned texture and properties?
If set up for the Hotspot cursor, the animation should kick in automatically - provided the texture itself has Read/Write enabled - though you shoul…
I need to be clear on the fundemental issue. It sounds like this is to do with getting a reference to the currently-held object - i.e. knowing which object to assign in an Object: Teleport Action to place the object on the table. Is that right?
I…
(Quote)
That's the intent behind the script - it should do that already. I can't recreate any other behaviour.
Let's try some debugging. Above the line:
KickStarter.sceneChanger.ChangeScene (runtimeSceneIndex, true, forceReload, assignScreenOver…
No - that behaviour is as is it was, both for 2D and 3D games.
If you drop the Player prefab into the scene and run it, you should get a message in the Console about the override. Does this display, and does this override move to the Default Playe…
That's right - for Rigidbody Collision to work, a Rigidbody must be present on either the Trigger, or the Player.
You could attach a Rigidbody and set its Body Type to Kinematic, but using Transform Position for the Trigger's Detection method will …
Do two things:
* Open up the combat example's CustomInventory script, and comment out / remove line 146:
KickStarter.playerInput.forceGameplayCursor = ForceGameplayCursor.KeepLocked;
* To the Interaction_TurnOn ActionList, add a Player: Constrai…
All object-holding is done through the Character: Hold object Action. The process is the same for NPCs and Players - so long as they have "Hand bone" Transforms assigned, they can holdobjects.
Is the issue to do with referencing the obje…
You don't need to route all starting logic through the OnStart cutscene.
As an alternative, you can attach the ActionList Starter component to your ActionList, and check Run on scene start?.
It's down to this section of the v1.79.0 changelog:
* The OnPointAndClick custom event now uses the "ref" keyword for its pointArray parameter
To fix, replace:
void OnPointAndClick(Vector3[] pointArray, bool run)
with:
void OnPointAnd…
(Quote)
The Events Editor will let you do this, with a Variable: Change Global event.
The Events Editor can be accessed from the top toolbar, under "Adventure Creator -> Editors -> Events Editor". See the Manual's "Custom even…
How characters animate is based on their "Animation engine" option. For 2D characters, the main options are Sprites Unity (the default), and Sprites Unity Complex.
Essentially, Sprites Unity works by naming convention (playing e.g. Walk_…
What are your AC/Unity versions, and what is your "Pathfinding method" set to in the Scene Manager?
You can remove the Rigidbody component - generally it's not necessary for 2D AC games.
What's your Movement method? If set to Point And …
For the yes/no prompt, you'll need to disable the Direct-control Menus options at the top of the Menu Manager. You may need to temporarily set your Input method to Mouse And Keyboard for these options to visible.
Glad to have you here, @Timz.
If you haven't seen it, AC has an integration package for Articy over on the Downloads page.
You may prefer to use your own integration, as it sounds more suited to your specific needs, but the integration solves the …
Thanks, recreated.
It's a case of the tokens being "processed" at the time the ActionList: Run Action is run. Their values then become a snapshot of what they were at that time.
Instead of using a pair of String parameters to represent …
I have updated the Combat Example package with the ability for it to respond to inputs from the Mobile Joystick UI template.
For inventory-scrolling, use Buttons mapped to inputs named ShiftInvLeft and ShiftInvRight.