There's no mention of AC in the code-block above, but your screenshot has a conflict between UnityEngine and AC for the Button class.
Remove the using AC; line from the top of your script - the "AC." at the start of my example line will b…
Do any messages appear in the Console?
In the Animation component in your screenshot, the AnimationClip is assigned - did you assign this manually, or was it done so automatically in Play mode?
I should mention that this component's usage is quite…
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This should not be necessary - both the Character: Animate and Engine: Control Timeline Actions have Wait until finish? options that should prevent the need to use further Engine: Wait Actions that match the animation's duration.
I can't te…
How does this object's Inspector compare when re-entering from another scene, and what state is running inside Animator Controller's window?
It looks like Dialogue System is involved with this object. Does AC reference the animation in any way? I…
AC treats the displaying of dialogue options as a separate "Conversation" state - it won't consider this as a Cutscene.
When in the Conversation state, the "Main cursor" - assigned at the top of the Cursor Manager - should displ…
The "Retain in prefab?" option only refers to the ID number assigned to the component - it's not related to the data that the component saves.
If you check this box, then each time you place the NPC in a scene, it'll always have the same …
It's to do with the state names in your Animator.
When a 2D character automatically plays back animations, such as ChickenIdle_L, it'll look search the Animator Controller for a state with the correct name.
This isn't necessarily the name of your …
Welcome to the community, @foggy_studio.
Of the two Spine integrations on the wiki, the second you mention is more robust - as it relies on its own dedicated "Animation engine" option as opposed to trying to retrofit itself into AC's Spri…
Welcome to the community, @LionBoxDev.
It is a pivot issue - but not of the sprite asset. Instead, it's to do with the position of your character's "Sprite child" object - named "Chicken sprite" in your Hierarchy.
This object …
Thanks, and you.
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The best way I find to sync up the animation of different objects is to use Timeline - with each object animated via a separate Animation Track.
To animate the Player, place an instance of your Player in the scene in Edit …
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It does - the Remember system is used to tell AC what data you with to keep track of - both when revisting a scene, and when creating a save file.
The Manual's "Saving scene objects" chapter explains how this works in more detail,…
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If you want to check if a Hotspot is currently active:
if (KickStarter.playerInteraction.GetActiveHotspot ())
You can also read this function's return value to check properties of this Hotspot, if necessary.
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Should the item in the…
Hard to say - as this is a visual issue, could you share screenshots to illustrate the behaviour?
Though, generally speaking I'd recommend avoid parenting the Player to anything - at least outside of a cutscene where things are restored afterwards.…
Object field references in the Menu Manager will become empty when the prefab is closed / removed from the scene. That's normal behaviour, and Constant ID values will be generated to re-link them at runtime.
You should avoid using AC's Menu system…
As the Object: Call event Action relies on Unity's event system, it'll affect the object it directly references - in this case, the original prefab. If you're calling it from an asset file, you won't be able to have it reference the prefab's instan…
Variable values can be updated through script - see the Manual's "Variable scripting" chapter for details, as well as the front page of the Scripting Guide.
A Global Integer, for example, can be update with:
AC.GlobalVariables.SetInteger…
Sounds like the best way around it would be to bypass the variables completely and use a dedicated class/file to store that data in.
Here's a sample script that has static functions to get/set specific profile names and pic integers, as well save/l…
This might need expanding upon, but try attaching this to an object in the scene:
using UnityEngine;using AC;public class TapUp : MonoBehaviour{ private void Start () { AC.KickStarter.playerInput.InputGetTouchPhaseDelegate = CustomInpu…