What are your AC/Unity versions?
By "Object turn off" - are you referring to a custom Action, or "Menu: Change state"? I'm not clear if the Canvases you're using are linked to AC's Menu system or not.
Keep AC's Status box open…
It's not dumb at all - as the integration should work without such hassle. If you'd like to revisit this, share a screenshot of how the CinemachineMixerController script appears - particularly around line 32.
What are your AC/Unity versions?
You won't need to check for the variable in your Cutscene - the script will handle that for you.
You will, though, need to fill in the Inspector fields of the script's component. Make sure your climbDownCutscene i…
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This'll be fine. It's not possible to reference a prefab child object directly once you leave Prefab Mode, hence the need for the Constant ID system. When the Action runs, it'll look for the object in the scene with the same ID number, and…
Having made the changes to the animation names, what messages now appear in the Console - and are you applying those changes back to the original prefab?
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What's the exact behaviour having done that? Is Grace still seemingly "blocked&q…
Looks like this is because you've defined an ActionList on create asset that runs an Inventory: Add or remove Action to manually add the resulting item to the Player's Inventory.
This item will be separate to the resulting item - effectively givin…
When gathering a menu Button's text, the text gathered will be that of the Button text field inside the Button element's properties in the Menu Manager, rather than the text in the Text UI component.
If you set this text field to e.g. [var:0] - eit…
You can move a RectTransform with the Object: Transform Action, provided you've attached a Moveable component to it.
Alternatively, if you control the movement with animation, you can use the Object: Animate Action, setting the Animation engine to …
You can do this with the Object: Animate Action, setting its Animation engine field to Mecanim. This will allow you to control a specific Animator component.
If you're controlling an Animator on a prefab, you'll also need to make sure that AC affe…
It's less to do with the original file, and more with the way Unity is rendering it.
In the texture's Inspector, try toggling the sRGB (Color Texture) option.
Otherwise, you may need to switch your Menu's Source to Unity Ui Prefab and rely on a UI…
Thanks. The images don't offer much clues - the game appears to be in regular gameplay when entering the scene the 2nd time.
It looks like the Console has more messages than those being shown in the screenshot, however. If you clear the Console w…
The above script file (ClimbDownFirst.cs) only needs to be added in the scene that you need it to work in. I'm presuming this is a specific situation for a single scene?
The Event Manager component is separate - it's part of AC and you don't need t…
Thanks for the video. Odd - you shouldn't be getting that behaviour. The resulting item should only be appearing in the "Output" box - not both there and the Inventory simultaneously.
What does the Recipe's properties box look like, and…
If you open Unity with compilation errors, any non-Unity toolbar links (including AC) will be hidden from the top toolbar until the errors are resolved.
You'd need to first remove the existing Cinemachine integration by deleting the /Assets/Adventu…
Recreated, thanks for the details.
This is a separate issue, and I will issue a fix in the next release.
In the meantime, you should be able to work around this temporarily by opening AC's PlayerInput script and replacing line 1464:
if (hotspot.I…
Items are always consumed when crafting, but only at the point the player adds the resulting item to their Inventory. Before then, the Output box is more of a "preview" of what you'll get.
Package received, thanks.
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Grace's Player Inspector doesn't have the correct animation names - these will need to match up with the states listed in the Animator, and the names are case-sensitive.
Renaming "idle" to "Idle&quo…
Welcome to the community, @cfos27.
It may be due to using outdated versions of either AC or the Cinemachine integration package.
Which version of AC are you using? If you're using the latest (currently v1.78.4), try re-downloading the integration…
Welcome to the community, @yang1.
The screenshots look OK. Just to be doubly-sure, the Animator controller in the first screenshot is also assigned in the Animator on the "Grandmother_Idle_0" sprite object, and the Animator component is …