I added the script component to a simple box sprite in the scene, added a ground sprite underneath, and used the same values as in your screenshot.
The movement was very fast and a bit jerky, but that might just be down to the scale of the sprites/…
Going by the screenshots, I'm seeing a couple of things to note:
* I don't know where the "logic" ActionList is being called from, but if you want it to run after the user changes a value in the Dropdown, assign it in the Cycle element's …
The "New" slot in SavesList elements has always been at the bottom.
However, you can have it be a separate Button element that runs the Save: Save or load Action to manually save the game, which can then be placed above the SavesList.
Oops - sorry, small bug there.
The Show icons? field above it has been switched from a Toggle to a PopUp. The offset field is getting hidden if this is set to All - wheras it should be it set to None.
The effects of it are still felt, however. S…
A few issues slipped through the cracks, a hotfix to address them:
Version 1.79.1:
* Fixed: "Object: Animate" Actions in ActionList asset files breaking the ActionList Editor window
* Fixed: Error viewing save data in the Save-File Manag…
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I mat not have had the right values / scale, so the jumping didn't look very natural - but it did move upward both with AC present and absent.
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The GameEngine object is AC itself. What are your Unity / AC versions, and what is your …
Make it a prefab, and then use the Events Editor to create a new Scene: Change: After event. Set the Due to loading save-file to Either, and then have it run an Object: Add or remove Action that spawns in the prefab. This'll occur each time AC ope…
Thanks for the report.
This may be a duplicate of the following issue, fixed in v1.78.3:
* Fixed: Characters sometimes not following the scene's Default Sorting Map after loading
Does the issue occur in the latest release, after backing up / dupl…
I'm not getting any difference in the custom movement when AC's Player component is attached. Is the behaviour correct for you when you don't involve AC?
Quick note re: cutscene checking: you don't need to rely on a variable for this, you can dire…
In Mouse And Keyboard, the cursor is moved with raw mouse input.
In Keyboard Or Controller, it's moved with CursorHorizontal / CursorVertical.
If you want to move the cursor without the mouse, you'll need to use the latter.
The cursor can still b…
You can use variable tokens for each word, and then set that variable's value to e.g. "****" if the user opts to remove swearing.
Audio would be trickier. What's your Reference speech files set to, and do you have different audio dependi…
So long as the Dropdown and Variable can get properly linked, there'll be no need for a custom script. AC Variables are saved automatically, and the Variable: Check / Variable: PopUp switch Actions can be used to run extra logic if they have certai…
Is this to say that you're switching dynamically between Mouse And Keyboard and Keyboard Or Controller at runtime?
AC will only manipulate the locked state of the cursor while using Mouse And Keyboard input. If you're using another input method, y…
To correct myself above: its Integer and PopUp variables that get linked, not Float - though you've already made this correction going by your screenshots.
If you're linking the Variable directly in the Menu Manager, set its Link to property back t…
I'm not 100% clear on how the in-game cursor is being manipulated.
Can you elaborate on how the mouse exactly is used in tandem with Keyboard Or Controller input? Are you dynamically altering the input method when the mouse is used?
If it's freezing due to an ActionList running indefinitely, you can click its name in the AC Status box to bring up the live ActionList editor window for it. The currently-running Action will be highlighted, which should offer the next clue.