GetMouseState is used to initiate the Hotspot interaction - but by the time the Interaction is running, and the Action is run, it's no longer valid.
However, the PlayerInput script has a dedicated LastClickWasDouble function that can be used to che…
You can prevent regular Player movement using the Engine: Manage systems Action to disable the Movement system - just be sure to re-enable it again once the scene ends.
No problem. If you want to prevent dragging whenever you're outside of regular gameplay, you can use:
if (!AC.KickStarter.stateHandler.IsInGameplay ()) return;
This function returns 'false' during a Conversation as well, so long as Allow regular …
Not directly, but a simple custom script can link this value to a Global Integer, which can then be checked with the Variable: Check Action:
using UnityEngine;using AC;public class LinkPageNumber : MonoBehaviour{ public string menuName; publi…
Don't place anything in FixedUpdate - that's intended for physics calls, and AC's camera system doesn't rely on it.
It's important to bear in mind, though that AC's GameCameras are merely references for the MainCamera. It's the MainCamera that ult…
What are your AC and Unity versions?
When the Variable: Set Action is used to set a PopUp value randomly, it uses Unity's provided Random.Range function (the "int" variant).
The maximum value is set to the number of PopUp values availabl…
Thanks for your patience with this.
I have updated the AC wiki page with an integration script:
https://adventure-creator.fandom.com/wiki/Unity_First_Person_Controller_integration
OK. Your DreamJournal menu itself looks to be turned on by default, which means the Actions might be running prematurely.
At what point is DreamJournal supposed to turn on? Instead of having Enabled on start? checked, try unchecking it and using …
It should be possible, yes.
If each "station" has its own Crafting Menu (i.e. a Menu that contains both "Ingredients" and "Output" Crafting elements), then each Menu should be treated independently - i.e. items placed …
You can assign an ActionList in the Menu's ActionList when turn on property field to run any additional logic needed.
The Menu: Change state Action can be used to both turn off and lock other Menus.
When a Menu is locked, it will not turn on even …
Off the top of my head, there are two things worth trying:
* Use LateUpdate instead of either Update or FixedUpdate
* Set the StateHandler script's Script Execution Order to be greater than that of anything in UCC, so that the Update/LateUpdate etc…
It depends. If the Hotspot was disabled while in Scene 1 for the first time, attaching the Remember Hotspot component to the Hotspot will be enough to save its state and apply it upon re-entering.
For details on AC's scene-saving system, see the M…
AC pauses the game by setting Unity's Time.timeScale value to zero. I suspect material effects rely on Time.deltaTime - which this will affect - to work.
If it's possible, relying on Time.unscaledDeltaTime will get around this - but it would invol…
Those scripts are custom Actions - you need to place them in a unique folder and point to it within the Actions Manager.
Details on this can be found in the Manual's "Custom Actions" chapter.
Move that Action to an ActionList asset file, and have it reference the sound object in the scene.
That'll cause it to create a reference via Constant ID, so it should work upon re-entering.
A selection of custom Actions that integrate AC with WWise can be found on the AC wiki here:
https://adventure-creator.fandom.com/wiki/WWise_integration
Contrary to what the wiki page states, the two colliders don't need to be on separate GameObjects.
Try placing them both on the root, and then re-assign them in the Inspector. To distinguish between them when assigning them, click-and-drag the eac…