Thanks for the details.
By design - the ActionList will run as the result of the Slider being maniuplated directly.
How are you updating the variable? If this is using the Variable: Set Action, it sounds like it may be best to run your "Fram…
It could be down to some key/minor difference between the two Player prefabs.
If you'd like to pursue it further, PM me your scene, Managers, and Player prefab and I'll take a look.
OK. Add a Scale processor as above, and then use this component (ScaleProcessorLink.cs) to link it to a Global Float Variable:
using UnityEngine;using UnityEngine.InputSystem;using UnityEngine.InputSystem.Processors;using AC;public class ScaleProc…
This should do it:
hotspots.Sort (delegate (Hotspot a, Hotspot b) { return a.GetIconScreenPosition ().x.CompareTo (b.GetIconScreenPosition ().x); });return hotspots;
How you'd use AC with such an asset exactly would depend on the specifics of your game, but going by this thread, it sounds like you'd use ABC for movement, setting the AC Player's "Motion control" instead to "Manual".
Are you using AC's Input System integration package? The Controls Reader component should handle the processing of input from the Controls asset.
Your camera relies on CursorHorizontal and CursorVertical input, which should work with gamepad so lo…
Welcome to the community, @mawrik.
It's an old script, but I've updated the wiki page with a "Run threshold" value you should be able to adjust to allow for running if the stick is moved far enough.
However, a dedicated "Mobile joys…
The issue is that both Inventory elements are displaying the same Item Collection, but filtering out items they shouldn't show. Modifying one element is going to affect another.
I will attempt a recreation. Can you share an image of your Settings…
Yes - the List of Hotspot objects can be modified by hooking into the OnModifyHotspotDetectorCollection custom event:
using UnityEngine;using AC;using System.Collections.Generic;public class CustomHotspotOrdering : MonoBehaviour{ private void On…
As part of a game's save data, the visibility states of your Menus and their elements are recorded.
You can still add additional elements, Menus etc - but loading an earlier save made without them won't affect those new entities.
Despite what gets…
How long is the sound? The intent is for the assigned clip to be very short.
You can use a custom script, however, to end the sound once scrolling has completed:
using UnityEngine;using AC;public class StopSpeechAudio : MonoBehaviour{ private …
Try creating the Path as a separate NavMesh, and then using the Scene: Change setting Action both before and after the Character: Move randomly Action to switch to it, then revert back to the deault afterwards.
A fix will be included in the next release.
In the meantime, you should be able to apply a temporary fix by opening AC_Trigger.cs, inserting the following at the top of the CheckForPoint function (around line 421):
if (_collider) return position =…
In what context - when moving a First / Third-person camera?
If so, it's the CursorHorizontal / CursorVertical inputs you're dealing with - you can check this by applying a "Scale" Processor to them in the Controls asset. Is this Scale v…
It's a custom script, yes - available on the AC wiki.
It should work in 2D, however. Putting aside them not sticking to the path, do they at least to random points in the scene?
For the restriction of movement to a road in the scene: currently, y…