What's your AC version? OnStart should kick in whenever entering a scene through natural gameplay.
A caveat: if you're using Player-switching, then OnLoad will be called instead when switching to a Player that's already inside that scene.
We'll f…
If a Hotspot's Interaction ActionList has a GameObject parameter, the Hotspot Inspector will let you map that parameter to the Hotspot.
A tutorial on incorporating parameters into custom Actions can be found here.
I'm afraid I can't recreate the issue. The 3D Demo game's Player prefab, Tin Pot, has Interpolate set in his Rigidbody.
What other components are attached to your Player, and is there any difference if you place them manually in the scene before r…
Sorry for not being clear.
You don't need to delete/re-insert a copy of an item instance when updating its properties. You only need to create a new copy when adding transferring an item from one collection to another.
Once an item has been trans…
Welcome the community, @mjtorn.
AC's UpdateInput function will auto-detect double-clicks when it registers two clicks in succession made within its doubleClickDelay float variable.
The clicks themselves are detected using the delegates you've been…
Is this for an AC menu, or one that uses Unity UI?
With Unity UI, the default behaviour is actually to allow for direct-control and mouse-control, but AC limits this to just one at a time via its own Event System.
If you create a new EventSystem, …
This is down to how C# retains links to variables, but it's hard to tell where the fault lies. Does the issue occur if you temporarily do away with your custom transfer script and allow AC to move items by itself?
When transferring items, you will…
Faster text-scrolling can be achieved by raising the Speech Manager's Text scroll speed value. This can be done through script based on the player's input. To get an API reference to it, right-click on the field's label:
AC.KickStarter.speechMana…
Welcome to the community, @alemao13ea.
What is your AC version, and are you defining Inventory interactions for specific items within the Hotspot's Inspector? It should be that they will only run when the assigned item is selected by the player.
…
There are a lot of fields and steps involved - if you can share screenshots/steps to recreate the specific issue you're having, I'll be able to more reliably recreate the situation. From what I understand of your issue, though:
The ability to use …
(Quote)
Yes, that's true - as is the reverse. Both parameters and variables can be converted to one another, using the ActionList: Set parameter and Variable: Set Actions.
If you're happy with the caveat of an additional Action being necessary in …
Welcome to the community, @AlissaA.
There's no setting for this, and you may want to look into a dedicated motion controller for such fine-tuning of behaviour, but it would be nice to allow for this with an add-on script.
I'd need to look into thi…
If you're currently playing the "open" animation by name, switch to a Trigger parameter in your Animator so that you can then rely on an additional "Side on" bool parameter that - combined with the Trigger - causes one of two doo…
By "runs", do you mean entering/exiting Play mode within the Editor?
Best way is to attach a tempoarary custom script to your PersistentEngine that prints a message in the Console whenever an Objective is set to Complete:
using UnityEngi…
Thank for the details. All scenes are listed in Unity's Build Settings, I take it.
In a backup/duplicate project, import the latest AC release, run the Auto-add Save components to GameObjects operation, and then test out newly-created saves once d…
I'm not sure what could have changed to cause this, but I'd suggest first trying out replacing Time.deltaTime with Time.unscaledDeltaTime in your script.