The Engine: Change Timescale Action can be used to modify Unity's Time.timeScale value.
If you create a pair of Active Inputs - one to respond "on button down", the other "on button up" - you can use this Action to slow things d…
Welcome to the community, @Ronginald.
This is possible with a custom Action by iterating through the ActionListManager's record of active ActionLists, and comparing it with the one that the Action is from.
This should do it:
namespace AC{ [Sys…
When using "Sprites Unity", it's a case of setting the character's Facing directions field, which defaults to Four.
If you set this to Custom, you can then check boxes for the specific directions you want to enable.
Through script, you c…
Thanks very much for sharing such detailed findings.
Looks good. From what you've seen, though, do you think this could cause issues when loading existing save data?
Thanks for the feedback, I'll look into it. I can't recreate the issue shown by the gif, however. Are you left-clicking inside the text box, and what platform are you using?
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An equivalent would be to replace the whole block with:
bool run = (moveDirection.magnitude > KickStarter.settingsManager.dragRunThreshold);
I'll give some thought about a possible change officially.
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This'd be best handled as a…
If a Menu is locked, it will not turn on even if it's "Appear type" condition is met.
To lock a Menu by default, check its Start game locked off? property.
To lock/unlock a Menu at runtime, use the Menu: Change state Action.
Yes - the "EndCutscene" input, if defined, will skip through all currently-running skippable ActionLists.
See the Manual's "Skipping cutscenes" chapter for details.
Welcome to the community, @JSmith.
A general-purpose pinch input detection script can be found on the AC wiki here:
https://adventure-creator.fandom.com/wiki/Pinch_input_events
This can be used to fire off an event when the user either pinches or …
You'll want to be sure to have a backup on hand, but there's a couple of ways forward.
One is to rely on Component variables instead of Local. Component variables are attached to GameObjects - though they can still be accessed by others, as well a…
No problem - thanks for the report and feedback.
This change may be best handled as an option in a future release - I shall consider adding a "work in Update vs LateUpdate" option to the GameCamera Third Person Inspector, similar to what …
That's what I am trying to determine.
Again, adding the line above will not affect behaviour. If the behaviour as changed, check that you have not made any other changes.
Look for the message that this reports in the Console as the problematic sp…
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Quite right - my apologies.
In this mode, the Player's movement is similar to Direct control - where they simply move forward in a given direction. I can't recreate any issue with the "Run threshold" being ignored, however.
If y…
Is there noticable jitter if you rely on a fixed camera that's looking down over the scene?
If not, try opening up AC's GameCameraThirdPerson script, and replace the line:
private void LateUpdate ()
with:
private void Update ()
Does that improv…
Thanks for the advice.
In the GameEngine's Multi Scene Checker component, you can set its Call Startup Process Inspector field to First Frame Update - this should prevent anything from being called from the Start function.
If you're looking to inj…
By default, dialogue that has associated audio will not display - it'll only be heard.
The player can change this via the "Subtitles?" option, but you can force them to always show by selecting the Subtitles menu in the Menu Manager and c…