A Slider's value is a float - it can't be linked to a Global Integer directly.
If you're using Unity UI, you can check the Slider's Whole Numbers option to make the float effectively an integer.
If you need it to be a literal Integer, though, you'…
Is the NPC's "Player following" movement correct if you don't run the OnStart Actions?
It looks like there's a conflict between the two ActionLists, that are both competing for control over the NPC.
At the start of your Trigger, before t…
I'll need to see the finer details to understand the situation fully. Can you share screenshots of the ActionList, the Variables component, and the Menu Element's properties?
The "Constant ID" warning is unrelated - it's to do with the save-system and can be ignored for the moment.
There may be other messages being displayed, however - you can open up the Console window to list all that are being printed.
Bot…
Are there any other scripts/components involved? It looks like AC is handling the scrolling, but Text Animator is only kicking in after its complete - is it being explicitly commanded to do so?
Does the lag remain if you temporarily remove the Tex…
Yes, should be.
If you open the included demo scene (+ Managers), set the Movement method to Point And Click, and uncheck Mouse clicks have default functionality?, then the Atlas character will move to places clicked with the mouse.
Nice, that's good to hear.
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If you'd like an extra set of eyes, share screenshots of your Settings Manager and I'll try to spot what might be wrong.
See the "Upgrade notes" section of the Changelog for v1.79.0:
* The OnPointAndClick custom event now uses the "ref" keyword for its pointArray parameter
To fiex, replace:
void OnPointAndClick (Vector3[] pointArray, bool run)
…
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Check Display subtitles forever until user skips it? in the Speech Manager's "Subtitles" panel.
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Run the Object: Send message Action inside the Trigger's ActionList, passing in the "Turn Off" command to itself.
T…
I'm not clear on how you'd have an input field work with drag-and-drop inventory - do you need it like this? I'd imagine an easier way would be to use e.g. the mouse scrollwheel to increase/decrease the stack once the player holds the mouse over an…
You can have your custom Action override the AssignParentList function, but bear in mind that it wouldn't be suitable for instances of the Action that are run inside ActionList asset files:
private Transform ownTransform;public override void Assign…
Apologies - a change made without considering all side-effects.
I'll look into it further, and may revert back in the next release. In the meantime, open PlayerMenus and replace line 2189:
if (mouseOverMenu != null && (lastElementIdentifi…
using UnityEngine;using System.Collections.Generic;using AC;public class DrawMask : MonoBehaviour{ public AudioSource _audioSource; public Hotspot hotspot; public GameObject maskToCopy; public float zDepth = 10f; public float minDista…
What are your AC/Unity versions, and what assets/components/settings are involved in rendering the subtitles? The waving animation isn't a part of AC, but is waiting for the scrolling to complete.
Best to see screenshots of your Speech Manager, Su…
If the custom script is a MonoBehaviour attached to the Hotspot itself, you can access its gameObject from within. Is your custom script a custom Action, or a regular MonoBehaviour?
AC separates the input used for movement and Hotspot interactions: even with Direct movement, which relies on a keyboard for input, you can still use the mouse to interact with Hotspots - just set the Input method to Keyboard And Controller.
If thi…