You can prevent the game entering "Cutscene" mode as a result of the ActionList running, by setting the ActionList's When running field to Run In Background.
I'm afraid not - for this, you'd need to rely on a separate Inventory asset and use a custom script to link it with AC.
Broadly speaking, you'd need both AC and the separate asset to have the same Items defined, and hook into AC's OnInventoryAdd/Re…
Your Toggle element's Toggle type is set to Custom Script - so its on/off state will similarly need to be saved within a custom script.
If you set this instead to Variable, you can map it to a Global Boolean Variable that will be saved.
For this V…
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That'll be expected if you're opting to turn AC off in the Action - is it showing if you uncheck this option?
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Sorry for the confusion - there's a bit of a terminology overlap here. A "Cutscene" object in AC is essentially…
In the Game window?
Such boxes are should only be rendered as "Gizmos" - so check the top-right corner of the Game window to see if Gizmos are set to display in it.
You can also prevent them from showing by unchecking the "Hotspots&…
Welcome to the community, @Alatriste.
What are your AC and Unity versions?
In your screenshot, both the Hotspot label, and the "Menu" button in the corner, are showing - indicating that your game is in "Normal" mode. For these…
Yes, you can combine the two.
Place both your 3D character model, and the download's First Person Player prefab into the scene. Then copy/paste each of the components on the Player's root (Player component, Character Controller, etc) onto the mode…
Sorry, I'm not clear on your wording. Could you rephrase, and have you tried altering the script in the way I mentioned above?
Try also setting a small, but non-zero, value for the Settings Manager's Drag threshold value. This determines how far …
Such mechanics would require custom scripting - AC is not intended for combat games. A 2D shapeship / shooting game would be better off using an asset that's intended for that kind of gameplay.
Welcome to the community, @biggiantjar.
You can have text pop up when an Objective changes by adding an "Objective/Update" event in the Events Editor.
This is a feature new to v1.78, but a tutorial that describes something similar can be…
In the simplest form, having AC work with a custom controller is essentially just a case of attaching AC's Player component to it, and setting its Motion control field to Manual. That'll prevent AC from interfering with position/rotation etc, allow…
How are you determining this? What Actions are being run?
Are the Objective labels appearing correctly?
Avoid using "Unity UI In Scene" when possible - switch it to "Unity UI Prefab" if possible and spawn it in at runtime.
The "Camera drag" behaviour is by design - so as to avoid inadvertent interactions when the player is dragging the camera.
If you use the script, however, you can alter this behaviour by removing the && KickStarter.playerInput.Get…
What are your Unity and URP versions? It may be a case of AC not affecting the correct material property.
AC will try to "guess" which property to affect based on the pipeline, but it's possible to set this explicitly within the Settings…
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That's the right way to check if a float's value is within a given range, yes.
Though, currently Action #15 (the "failure" branch) will only run if the value > 0. If you want it to run at all times that Action #14 does not run…
Ah, my mistake - the track's relativeVolume property is only applied at the point the track begins playback.
The relativeVolume in the Soundtrack class is public, however. Just call SetMaxVolume afterwards to apply changes to it:
KickStarter.stat…