You can use a regular Hotspot on the poster if you want the game to react to the player clicking on it. If that's the intended way to revert your camera, it sounds like there'd be no need for Active Inputs.
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This can be safely ignored.
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Unity's base Transform component doesn't feature its own "move over time" functions - if you use that, you need to have your script run a coroutine to update them each frame.
AC's ActionTransfo…
Is the ActionList an asset file, and is the Player you're assigning a prefab?
If you're referencing the Player prefab that AC spawns in automatically, check Player line? and the connection will be made at runtime.
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The line simply prints a log in the Console - it won't prevent subtitles from disappearing.
The message you are getting is coming from an Object: Call event Action. It's a Unity message - check for instances of this Action being called aro…
View the character in the Scene window, rather than just the Game window. Check their Z-position as well in their Inspector, it may help clue us into what's going on.
I'd recommend relying on Unity's own sorting options instead as above, however. …
If you use Unity UI, then you can configure the appearance of the Text box that displays the subtitle text.
If the Text box's height is constant to display just a single line, but the alignment is bottom-centre, then it should only ever be able to …
Best to see your updated ActionList, as well as the contents of the Status box at the time. You can enable this from the bottom of the Settings Manager, and will show up in the Game window at runtime.
No - a script would be best in this case.
I can assist, however. To bulk-assign "IsPressed" bool variables to False, you can use this script:
using UnityEngine;using AC;public class ButtonResetter : MonoBehaviour{ public Variables[] …
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What's your AC version?
By default, the active graphic will only show when hovering over a Hotspot that has an Inventory interaction defined.
You can have it show for all Hotspots, however, by checking Show Active FX when an Interaction is…
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Yes, please provide if you can via PM. If it occurs in all scenes, you're welcome to send over a stripped-down project - just so long as it includes steps that I can follow to reproduce the issues. Thanks.
The intention behind the "Puzzle template: Item arranging" package is for cases that involve placing items in pre-determined "slots" - rather than arbitrarily relative to one another. It's for puzzles more akin to jigsaws, and &…
When you say "during a conversation", do you mean while options are displayed on-screen, or during the response that plays when an option is chosen?
If the latter, and the response is an AC ActionList, you can set its When running field t…
The default Action can still be set - it's a case of selecting the Action's type in the Actions Manager, and then clicking the cog icon to the right of it.
Is this to say that if the Conversation runs, without overriding options, the subtitles appear?
What is your AC version, and what is the NPC's Speaker label field set to?
Open up AC's Speech.cs script, and look for the line:
if (!limitToCharacter…
Yes - ActionList parameters can be used to "recycle" Actions by altering their field values at runtime.
In your example, a GameObject parameter named "Render object" could be defined, and then used to override the renderer field…
Welcome back, @weblanzarote.
It's a bit hard to make out the text, but the second Conversation, "SIGRID 3", seems to have no options. The Action that runs this is set to run the "EmpiezaBusqueda" ActionList, which has its own C…
This might have to be a case of dealing with things one-at-a-time.
For the first transferring issue: the LimitItemsFromContainer script includes multiple items in the same slot when comparing it with the max items value. I've updated the script on…
Recreated, thanks for the details.
I'll issue a proper fix as part of the next update, but in the meantime, open up AC's DragTrack script and replace the line:
else if (KickStarter.player && _collider.gameObject == KickStarter.player.gameO…