The main thing to keep in mind is that your animations should all refer the same direction as "front-facing". Idle, walk, run etc should all point in the same direction (+Z ideally, otherwise child rotations as mentioned above would be ne…
Thanks for clarifying.
(Quote)
This refers to the use of AC's ActionList system, AC's visual scripting system.
ActionLists are chains of "Actions" - mini commands that perform specific tasks - sequenced together to form game logic. An i…
Yes, please share screenshots to illustrate the situation. Is the puppet a Hotspot in the scene, or part of a Menu?
The Inventory: Check Action can be used to check if a particular item is in the Inventory - a series of them together can check if …
I need to mention that this is not the kind of gameplay that AC is intended for.
You might have better luck, however, by separating the NPC's movement into two separate Character: Move to point Actions - one to move out of the Player's way with Wai…
(Quote)
You're referring to the included Readme file?
I can see about rewording the instructions to make them more clear. In what way are you finding it differs?
The main step is to copy the package's GraphicOptions menu from the included Menu Ma…
Welcome to the community, @TheLostPenny.
What are your AC and Unity versions?
Animated icons with Context Sensitive are supported - it should just be a case of checking the Animate? option underneath each icon's texture in the Cursor Manager's &qu…
The script on the wiki uses Input.GetButtonDown/Up - if you're on touch-screen, you don't need to use that and can instead use Input.touchCount:
That's essentially what the modified script above does - but it'll only take effect when built to mobil…
Welcome to the community, @Jhano.
(Quote)
If you set your Interaction menu's Source to Unity Ui Prefab, then you'll be able to decorate your Interaction element with an additional border Image in its Hierarchy. This mode will also be necessary for…
(Quote)
If you're making a fully 2D game, keep the "Moving and turning" field set to "Unity 2D".
In the same way that the detector's physics components are based on your chosen perspective, so too are Hotspots. The collider com…
I believe I've recreated the issue.
If you open up AC's HeldObjectData.cs script, try replacing line 41:
touchIndex = -1;
with:
touchIndex = KickStarter.playerInput.InputTouchCount () - 1;
Does that fix the behaviour?
Unless you went down a totally custom-scripting path (which might be preferable, if your needs are very specific), you'll need to leverage AC's drag-and-drop Inventory system, as that allows for elements of the screen to be dragged around.
Generall…
By two screen taps, you're referring to two fingers touching the screen simultaneously?
What are your AC and Unity versions, and does this occur if your second tap occurs in the game view, as opposed to the on-screen joystick?
Please also share hi…
How many frames into the Idle state does the Action wait?
Issues related to this Action's method were addressed in v1.76.0. In a backup/duplicate project, import the latest release - does it still occur?
Welcome to the community, Fabi.
Certainly, AC can be used for this kind of gameplay.
The option in your screenshot merely relates to the way your Player character is controlled. AC separates camera and movement modes, making it possible to create…
Welcome to the community, @CharlesLondon.
See the warning boxes on your "Hotspot detector" component - these will show if AC believes yours is a 3D game, rather than 2D.
2D and 3D games each rely on their own physics components - a Rigid…
What you'd likely want is a custom script with a LateUpdate function, checking for a change in skeleton each frame. When a change is detected, re-apply its attachments.
This isn't involving AC, however. Instead of hooking into OnBeginActionList, …
Put the code aside - it's old and for a very specific sitatuion.
The Engine: End game Action can be used to restart the game. If that's not doing what you want, how does it differ?