This is for the Action's "Play Custom" method?
You can change this by opening AC's AnimEngine_Mecanim script and replacing the "2" with "10" on line 615.
The other approach would be to use an Animator parameter to con…
Currently, the feature works by detecting if the game begins in Direct control, rather than it being set at runtime.
Are you switching to Direct control mid-game? If so, enable this by default - does it then work?
It's a colour-palette issue related to Unity's ImGUI system, which "AC"-sourced Menus rely on. Unity UI-based Menus don't have this issue.
Share a shot of your texture's Inspector - it'll show the Import Settings. Normally you can fix t…
I'll need more details on the issue. What are your AC/Unity versions, and what kind of Camera are you dealing with? Screenshots of both the camera's Inspector, and your Settings Manager, will help with recreating the issue.
It's not specifically the presence of subtitles, but that of a cutscene - which may or may not include dialogue.
By default, the cursor will be hidden during cutscenes - but you can assign a dedicated "Cutscene cursor" graphic in the Curs…
What's your AC version?
Rather than having two such elements in both the Subtitles and Conversation menu, in the same place, it's probably better to have this in a separate Menu that only shows the portrait.
If you set this Menu's Appear type to M…
A third test, if the above makes no difference:
Switch back to AC's StateHandler updating the camera, and then replace GameCamera's line 212:
? Vector3.Lerp (Transform.position, desiredPosition, Time.deltaTime * dampSpeed)
with:
? Vector3.Lerp (…
You're getting more jitter with AC MainCamera because it's being updated in LateUpdate, which will be out of sync when transferring GameCamera values from FixedUpdate.
Is there any difference if you set the GameCamera's "Follow speed" to …
I've been taking a look inside UCC's code, and it looks like characters and cameras are updated in FixedUpdate, in that order.
This might be a bit of a shot in the dark, but I'd hazard a guess that - if you use a custom view type - it'd be best to …
There's not really a tidy way to do this, but it is possible to have a custom script search a given ActionList for such lines, separate them, and re-assign the IDs:
#if UNITY_EDITORusing UnityEngine;using AC;public class SeparateSplitActions : Mono…
What animation engine does the character use?
If Sprites Unity, you can use its provided "Frame flipping" option to have the assigned "sprite child" invert its scale on the X-axis automatically when facing either left or right.
…
Thank you for the investigations, and my apologies for your frustration.
As promised, I will recreate the issue on my end as soon as I am able - it is to my regret that I am not able help more directly sooner. Please do not take the unavoidable de…
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To be clear: you've renamed the default Pause menu to Main?
Some of your Actions still reference "Pause" - they'll need updating to reflect the name change.
Check the Console when the issue occurs as well - AC should report a war…
Thanks for the video - though it appears to be private.
You'll either need to set the Trigger's Reacts property to During Gameplay, or disable it once the barrel has entered it.
If you want the Player to pathfind around the scene as they move between areas, you can set the Movement method to First Person, and then use the Player: Constrain Action to limit the Player's movement in all four directions. Movement commands with…
Thanks for the report - though I'm having trouble recreating it.
What are your AC/Unity version numbers, and could you share the Inspectors of both the barrel and the Trigger?
Is the Trigger turned off once the barrel enters it?
The code above locks/unlocks the Pause menu automatically - if you lock it via Action, the code will override it if run afterwards.
If you're locking the menu, it's best to do it from one place so that you have no conflicts elsewhere. What are the…
Thank you, I understand the setup now.
UCC's character and camera systems will update in such a way that they work together correctly - I expect this is why you're getting improved behaviour when using the custom view type to reference the GameCame…