Let's try the Profiles approach - it's generally easier to set up.
You can find details on this feature in the Manual's "Save profiles" Action, but you want to start by checking Enable save game profiles? in the Settings Manager.
Next, i…
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Use "Alpha 1" to reference the "1" key at the top of the keyboard.
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The option index references an array, which starts from zero. If you want 1 to equate to the first entry, 2 for the 2nd, etc, replace:
conversa…
The Action API was updated in v1.73 - if a custom Action was written before then, it'll need to be updated following these guidelines.
This may not work 100% as-intended as I'm not entirely sure about its intent, but this will at least fix the comp…
Univeral Additional Camera Data is part of Unity, added automatically depending on your render pipeline.
I'm not 100% clear on your issue, but if you pause the game when it occurs, check the Inspectors of your various Camera components. The script…
The event is the same - what's the exact behaviour you get?
All the script does is copy the active GameCamera's Culling Mask over to the MainCamera - it won't affect what layers are renderered by the GameCameras, whose Camera components should be d…
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This is by design. As the GameCamera is a reference only for the MainCamera, the MainCamera is what will perform the rendering. Its render settings - including the background colour - will be used instead of the GameCamera's.
If you want …
No, that should be it - oddly, it works on my end.
What are your AC/Unity version numbers?
If you create a separate Button, not linked to the Menu Manager, that does the same thing, does that work?
Thanks for the package - though the version appears to be v1.76.1, not v1.78.4.
Set your "Inventory interactions" setting to "Single" to allow for a drag-drop interface.
Open up the UI prefab, and in the "page-flip" Button's Inspector, create a new "On Click" event that points to the Scroll View, and sets the ScrollRect's verticalNormalizedPosition property to 1.
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Is this to say there is a separate MainCamera object to the AC MainCamera?
Your scene's MainCamera - i.e. the Camera in your scene tagged as "MainCamera" - should have AC's MainCamera component. The Scene Manager should add this …
Apologies for the confusion.
"Ultimate FPS", going by the AC Manual, refers to the original UFPS asset that was available before Opsive bought it. After this purchase, it then became known for a time as "Opsive UFPS", and event…
The issue right to focus on right now is the Inventory not being selectable with a drag value of zero. The video shows the issue occuring, but it's not enough for me to see why or recreate.
If you temporarily set your Menu Manager's asset file to …
Thanks for the details. If the workaround works, you might prefer to leave as-is, but PM-linked variables should be saved correctly.
PM-linked variables should get saved/loaded as normal - it sounds like a case of them being overridden by PM after…
What do you mean by "displaying the unity default"? Any screenshots you can share that thow the scene, your Managers, and exactly what happens, will help give context to the situation.
Are any relevant messages appearing in the Console?
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Welcome to the community, @KAPOOOW.
To distinguish between the two scene types, are you using the Scene Manager's Override the default camera perspective? option to set each scene's camera perspective?
If so, you can check if the current scene is …
Nothing set in stone, though I'm aiming for it to be within the next few weeks.
You're welcome to test the fix, however. PM me a reminder on Monday and I should have something you can try.
Good spot! Looks like the Manual is indeed wrong - the "Set Custom" button is currently only available for the "By Naming Convention" and "By Asset Bundle" modes.
Rather than amending the Manual, I will first look to …
Playing an animation from an ActionList involves using the Object: Animate Action. How have you set this up?
If you can share screenshots of your Animator controller, and the Action you're using to control it, I'll try to spot the problem.