The Engine: Call event Action can be used to affect its "enabled" state, but it requires both the ActionList and the character be in the scene file.
To have it work across prefab/asset files, you'll need to modify the script by adding a b…
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Is the "Movement method" stil a factor here?
Can you share screenshots of your Player's full root Inspector - both in Edit mode, and at the moment the issue occurs?
Also at this time, does the Console report anything - and does t…
Thanks for the details - indeed, it's down to the NavMesh Agent Integration component.
A fix for this is already set to be included in the v1.79.0 release. In the meantime, you should be able to address it by opening NavMeshAgentIntegration.cs, ma…
To help understand the context: is the intent for this to provide variance to the idle animation, e.g. a "waiting" animation that plays if the idle animation has looped for a while?
The Animator doesn't have a means to do this by itself -…
I'm not able to recreate the issue so far - I'll need a few more details.
* What are your AC/Unity versions?
* Are any custom scripts involved?
* Does the Player rely on root motion?
* Is that character pathfinding at the time of the switch to Dire…
Set your characters Turn speed values to -1 to have them turn instantly - this will help them stick to a fixed point on the Y-axis if both they and the target have the same Y-position.
What movement method does your game use?
If you're using Direc…
The Settings Manager's Hotspot ray length value determines how far from the camera Hotspots can be detected with the cursor.
Hotspots will also be undetected if there is a collider on the Default layer in front of them.
Thanks for the details. I've tried recreating the issue from your description, but I'm not able to get the same behaviour. If the cursor is locked, free-aiming ought to be enabled by default.
Is this all happening in the same scene, and are you a…
I'd say that's a good way of doing it.
If you do need to switch between multiple true Narration Menus, you can do this by keeping only one unlocked at a time.
When a Menu is locked, it will not turn on even when its Appear type condition is met.
…
I should stress that AC isn't a platform-game engine. Custom scripting / a dedicated platformer asset would be necessary for robust platform mechanics.
See this comment by Stefan in this thread regarding the two main approaches to this issue:
htt…
Sorry, I think I'm missing something.
The StatUpdateExample script in that thread only deals with Variable values as you add/remove items from a Container. It doesn't reference any parent object or visibility state. Have you since modified it?
I'd say let's check that it works on desktop first, but otherwise it should just be a case of replacing:
Input.mousePosition
with:
KickStarter.playerInput.GetMousePosition ()
That will have it rely on AC's cursor position, so it ought then to be…
GetComponent can be used on any GameObject variable you have access to, e.g:
mySpawnedObject.GetComponent<Animator> ()...
What is the script you're using?
Welcome to the community, @ryanfaelen.
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As a fan of text adventures, that's a great idea!
I'd expect the cleanest way to handle this would be to leverage TMPro's link tag to mark your interactive text portions with a unique ID.
This is bec…
The tutorial you're been working from is intended to show the principles involved for making any such graphic option.
However, a pre-made Graphic Options menu - with quality settings included - can be found on the Downloads page. You can hide unwa…
Welcome to the community, @Timz.
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Yes, AC Actions support object serialization, as well as retaining references to scene objects from asset files. Custom Actions can be written and inserted into your project - a tutorial on this can be foun…
Welcome to the community, @stoofnie.
The Moveable: Check track position has a couple of modes, and needs to be run at the correct time. Typically, this Action is run as part of the Draggable's Interaction on move ActionList - so that the position …
Thanks for the feedback. I'll lift this restriction in the next release.
In the meantime, you can edit it manually by changing the "20" in lines 278 and 286 (current release) in AC's MenuDialogList script.
What are your AC and Unity versions?
It looks like there's a Collider somewhere pushing the Player - if you disable the second tower, do they still move this way?
AC isn't involved when animating an object through script. For this, you can just access the Animator component directly to control its parameter values, for example:
GetComponent<Animator> ().SetBool ("IsOn", true);
See Unity's d…