using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionClickAnim : Action { public GameObject clickPrefab; public string onHotspotTrigger = "Hotspot"; …
You'd need to be familiar with Unity's Animation system, but with the aid of a custom Action, it's possible.
The circle animation(s) would be a prefab that gets spawned in when you click, and which then plays a different animation according to what…
If an Active Input is activated, it'll run the ActionList associated with it - you can place logic to react to this in there.
What's the exact situation you're facing? If I know the underlying issue, I might be able to give better advice.
You can alter the drag threshold at runtime through script if need be - see this tutorial.
It shouldn't be necessary to set the threshold to non-zero for dragging items, however. What are your AC/Unity versions, and can you provide steps to recrea…
Thanks for clarifying.
You can limit the Crafting menu's "Output" element by category as well. If a Recipe's resulting item is not in the category you limit this box to, it won't be able to appear in the output box.
However, currently t…
What are your AC/Unity versions?
Check your Console for related messages - does anything appear at that moment?
The "OnLoad" Cutscene is reserved for initialising a scene's state when the scene is opened due to loading a save file, howev…
Yes, by limiting what items can be placed in each crafting menu.
In the Inventory Manager's "Categories" tab, you can define different categories for each of your items. For example, a "Fruit" category for apples, bananas etc.
…
Use this pattern in the Action's Run function to have it perform its intended purpose before waiting:
public override float Run (){ if (!isRunning) { // Add code here to make Action do what it should isRunning = true; ret…
The Menu: Click Event can be used to run an ActionList when a given Menu / Element is clicked.
This can be set up in the Events Editor - a new feature introduced in v1.78. You can access it via the top toolbar, and details can be found in the Manu…
Welcome to the community, @Yaong.
As AC is intended for more traditional, non-combatative adventure games, it really comes down to how involved/dynamic you want such sequences to be.
If an enemy is only encountered at very controlled/specific part…
I haven't used it myself, but I don't expect there'd be an issue with it running in the same scene as AC, as it doesn't overlap in terms of functionality.
It really depends on how you'd incorporate it into your game. If you wanted a character to e…
You can check if a given Menu is currently on with:
AC.PlayerMenus.GetMenuWithName ("MyMenu").IsOn ()
To iterate through all Menus (excluding Narration):
bool AreAnyMenusOn (){ foreach (Menu menu in PlayerMenus.GetMenus (true)) { …
Have you tried the "Default" texture mode and toggling the sRGB option it provides?
Besides the texture itself, Unity has a global color-space option within its Project settings. What is this set to, and which render pipeline are you usi…
In AC terms, a Conversation object is essentially just a list of options. It's not technically aware of what NPC that Player character is dealing with - as clicking an option can cause any character to speak if you allow for that in the response Ac…
Welcome to the community, @DevlinSealand. What are your AC/Unity versions?
If the Player's position is affecting interactivity, then it may be a collider issue - either one not being in the right place, or overlapping the Hotspot.
Does your Playe…