You can convert an Inventory property to an ActionList parameter by first converting it to a Variable, and then using the ActionList: Set parameter Action for the Variable -> Parameter conversion.
It's also possible to both convert properties, a…
You'd need to hook into the OnPointAndClick custom event - which fires when the Player point-and-clicks on the NavMesh - to back-up the navigation path, run a Cutscene that handles the animation, and then move the Player along the path.
To prevent …
(Quote)
Make sure that Result is automatic? is unchecked in the Receipe's properties panel.
(Quote)
Clicking the resulting item causes the ingredients to be used up - them being removed to create the item is by design.
Timeline speech tracks will display in Menus that appear "When Speech Plays" - so you'll need to set your Subtitles UI to this mode.
Menus of this appear type have further filtering options - you can limit them to specific characters / ex…
Welcome to the community, @Mundash.
What are your AC/Unity versions, and do you have multiple languages defined?
"Only Without Audio" will account for translations as well, if you've enabled per-language audio. Only if the audio for eac…
Though it shouldn't be necessary, the quick-fix would be to rename Grace's Animation states to match Will's, i.e. "idle_D" etc. You wouldn't need to rename the Animation Clip assets - just the state names within the Animator, as well as r…
This is less to do with the item itself, and more to do with the cursor. What's your "Cursor rendering" set to?
If you're using an Animator to control the cursor's appearance, keep the window open while the issue occurs. What transition…
You'd need to similarly use scripting. I've added a pair of TurnOn / TurnOff functions to the above script - you can use either the Object: Call event or Object: Send message Action to run them in ActionLists.
I'm afraid I'm away from the office at the moment, so I'm not able to test this properly.
However, try opening up the AC_UCC_Character script and insert the following into line 76:
ultimateCharacterLocomotion.TryStartAbility (acMotionAbility);
(J…
What are your AC/Unity versions, and what render pipeline are you using?
"Adventure Creator" source mode relies on Unity's legacy ImGUI system. While it's quick and easy to use, it doesn't offer so much in the way of control.
If it's re…
If the GPU is involved, it may be more related to rendering than AC.
See Unity's docs for general advice when it comes to optimising your graphics, but Unity's Profiler is the first stop when it comes to debugging frame-rate issues.
If you run thi…
The Remember Visibility component won't record the state of Canvases, and disabling one will prevent it from being accessable by the save system.
To control a Canvas's visibility so that the save system can record it, attach a Canvas Group componen…
Indeed, I saw the message - we need to compare the Inspectors of the character's root, to understand what might be going on.
Your video showed the issue occuring when Grace is a local Player - was this with Player-switching disabled, and is the Pla…
For turning animations, you'll need to rely on the "Sprites Unity Complex" animation engine - as this offers much more control over what the way your character is animated.
This mode relies on Animator parameters, e.g. "Move speed&qu…
Yes, an Integer variable to keep track of how many keys you've given it would be the way to go.
As you likely wouldn't need to keep track of this in other scenes, you could rely on a Component variable instead of a Global one, as this'll help keep …
Setting up crafting involves going to the Inventory Manager's Crafting tab and defining Recipes.
Details can be found in the Manual's "Crafting" chapter, and a tutorial can be found here.
To perform crafting in-game, you need to provide …
Received, thank you - though I will also need to know the results of the above as well.
In the two test videos you've sent (working vs non-working), how to the Inspectors of the character's root compare? It looks like a collision issue, with the c…
Welcome to the community, @nayadivide.
Sequencing together animated cutscenes, broken up with QTEs and dialogue options, is a mechanic AC is well suited for. It's suitability is more down to the techniques involved to create your cutscenes.
With …
The wiki script is just a helper - it can be amended if necessary. All it does, however, is cause an object to survive scene changes.
There's no limitation on how many Containers you can add to it - just add each as a new child object, with its ow…