As the script relies on events, it would not be suitable for a custom Action.
The Object: Call event Action cannot be used to reference a scene object from an asset, but the Object: Send message Action can.
The code above could be adapated to work with OnSelect - you'd just need to expose the variables so that you can set them in the Inspector, i.e.:
using UnityEngine;using UnityEngine.EventSystems;using AC;public class GetHoverItem : MonoBehaviour, I…
What is the "Variable type" of the Global Variable?
Using a Variable, however, shouldn't strictly be necessary - you can use parameters instead.
An ActionList asset's parameters can be set independently of it being run. Both the ActionL…
If speech is run from an ActionList whose When running field is set to Run In Background, then the speech itself will be considered "background speech".
Background speech has its own options in the Speech Manager - while it can be optiona…
I'm afraid I don't see a wide-enough use for it.
It is possible, however, to replace the Menu/InventoryBox with a purely custom UI, as all runtime objectives data is stored in the RuntimeObjectives component, and can be accessed through custom scri…
Your Hierarchy's "game folder" objects should be positioned at (0,0,0), so that they act purely to help with organisation.
Does it work if you move the camera into the root Hierarchy, so that it has no parent? If so, do the same for any …
Welcome to the community, @dgames. Apologies for the trouble so early on in your project.
Are these warnings/errors having preventing AC from working? From what you've described, it looks like these are nuisances that can be safely ignored, rathe…
OK, I've looked into this. Indeed, it'll need a dedicated Remember component of its own - however, it also requires a bit of tweaking to the GameCamera2DDrag to expose the data that needs saving.
I'll make these changes and provide a "Remembe…
No trouble - I appreciate the help answering questions, and it's given me an idea for a non-coding solution.
As part of the next release, I'll introduce an Input: Simulate Action that can be used to simulate the pressing of an input button. With t…
(Quote)
The other way around - GameCameras act as a reference point for the MainCamera. It's similar to Virtual Cameras and Cinemachine Brains, if your familiar with Unity's Cinemachine system.
I've recreated the issue. I suspect it'll be a case …
Welcome to the community, @CopperKettleGames.
When using AC's Scene Manager to auto-create new Hotspots, AC will look to your game's camera perspective to work out if it needs to add a 2D or 3D collider.
This behaviour will extend to other objects…
Welcome to the community, @stelabouras.
For a camera that has no target, the position of the camera will need to be saved via a Remember component.
Remember Transform ought to save/restore the camera's position - but it may be that the camera itse…
A general solution - when it comes to altering Manager field values - is to have a script that alters it at runtime. This tutorial overs the process - the only difference would be which field you have your script reference.
@snan: Is this with the…
An InventoryBox set to display Objectives can only display their Titles. If you wanted to make use of it in the intended way, you'd need to move your data around, i.e. swap Title and Description texts.
Alternatively, you could hack it by opening A…
What AC version are you using, and what is the camera's Transform position in edit mode - both its own Transform, and that of any objects it may be parented to?
Ah, I should've seen that.
Yes, you'll need to check "Apply Root Motion" if the animations your character makes use of also involve root motion.
When this option is enabled, AC won't move the character itself - instead, it'll just update…
Welcome to the community, @ryangjheath.
As the First Person Camera is parented to your Player, check that its not the Player itself that's dropping down. Or is the Player remaining in the correct place?
If the Player is correct, lets see what you…
It might be a case of saving not being possible at the time.
If you enable the AC Status box, what does it display? If gameplay-blocking ActionLists are running, saving will be blocked.
I can't see any reason why it wouldn't work from the video. Is the NavMesh baked where the PlayerStart is?
The only thing I can see is that your prefab's position is non-zero - but that shouldn't be a factor. If you clear it to (0,0,0), where do …
Objectives are defined in the "Objectives" tab of the Inventory Manager.
Objectives work by having a series of "states" - of which only one is active at a time. By default, these are Started and Completed - but you can define m…