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Actions can be run in a number of ways - the panel in the Scene Manager just being the most convenient. They can also be run from Triggers, other ActionLists, Events, and the "ActionList Starter" component.
The Player: Constrain …
Apologies for the hassle. For streamlining, this function was moved to the SpawnPlayerCo coroutine in the PlayerSpawner helper class, which also handles the loading of its data:
This function is now a co-routine. The literal equivalent would be t…
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Does the demo itself have any issues when running, or is this purely an issue with the Console?
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I believe so - the integration will manually start and stop the AC_Motion ability, but doesn't explicitly deal with what state kicks in …
Well.. this is odd. I can't recreate the issue anymore.
Let me know your versions, and if you can: PM me your Manager asset files, as well as the Canvas-test prefab your Menu refers to. I'll see if I can spot the issue.
Thanks @smokeincaves, it's good to have you back as well.
By default, AC will try to place the menu according to the character's sprite. You can adjust this on a per-character basis, however, by assigning an object in their Speech menu placement c…
Welcome to the community, @lsdsoftware.
It sounds like you just need to uncheck Turn root object in 3D? in the Player's Inspector.
If your sprite is a child object, and you've assigned it in the Sprite child Transform field, then the above option …
Welcome to the community, @Sc00.
To be clear: restricting a Direct-controlled Player the NavMesh is only a convenience tool, rather than a necessity. A NavMesh is only strictly necessary if characters rely on pathfinding in the scene - which Direc…
The apologies should be mine, as it looks like there is an issue with this final step. The Dropdown links, but it appears to become severed after changing an option.
What are your AC and Unity versions?
Stand by - I'll look into this and see what…
You can store a copy of the added items into a Container, which you then display in a set Menu Element using the Container: Open Action. This Container should be a prefab with both a Survive Scene Changes and a Remember Container component with Ret…
When it comes to UI text, AC will refer to the elements within the Menu Manager rather than the UI components themselves.
For text within the scene (Hotspot labels, etc), AC does a sweep for classes that implements ITranslatable. If you want to ga…
Welcome to the community, @MatteWeirdos.
In your Console window, does AC report anything amiss? It should alert you if it's detected multiple Player characters.
Though, it may be that one is just a sprite - and not technically a character.
Try o…
To give something of a caveat: it's not an "official combat extension" for AC, but rather a practical example on how gameplay can be extended through custom script.
The equipping of items is handled by the PlayerCombat script's EquipWeapo…
"Stack" works by increasing the count each time the item is clicked - so it's not compatible with drag-and-drop.
You can affect the quantity through script - by calling the selected item instance's AddStack function:
AC.KickStarter.runti…
Let's stay away from Addressable for the moment - it's adding another layer of complexity into the mix.
Uncheck the Menu Manager's Use Addressables for UI prefab references? option and the "Linked Canvas" field will re-appear. Assign the…
A "Speech bubble" UI template can be found on the Downloads page. It may require tweaking to get the exact way you intend, but it should at least get you most of the way there.
Thanks for the report. I have a hunch this is down to the character returning to the centre of their current "cell" before continuing. I'll look into this further and report back.
What are your AC/Unity versions, and what are your Settings Manager's "Camera settings" set to?
Aside from optionally enforcing an aspect ratio, here you'll also get an option to limit the display to the "safe area", which will …
It'll still need a custom script as the gameplay is very specific, but it should be fairly straightforward - provided you can forego the fading effect and have it be similar to the GIF.
Essentially, you can use Unity's Sprite Masks feature to remov…