If they don't need to be NPCs, then it'll be easier because you don't have to nest your sprite as a child of another object.
If your script is in total control of the rotation, you can use Unity's "Camera.main.transform" variable as refer…
Recreated, thanks for the details.
I'm not sure it's technically a bug, but you can get the behaviour you want by implementing a custom interaction system.
To do this, set your Settings Manager's Interaction method to Custom Script. That'll still…
Speaking generally: you'd need to rely on a fair bit of custom scripting, but the data itself should be store-able as Inventory items, placed in a separate Category so as to be left out of your regular Inventory menu.
The list of entries on the lef…
Welcome to the community, @adam4lexander.
I imagine it comes down to the way in which you'd want to then access that returned value.
When dealing with parameters, its "safest" to limit their usage to within the ActionList they're a part …
Try sticking this on the end of the first script's LateUpdate function:
else { Quaternion rot = Quaternion.AngleAxis (180f - signedAngle, Vector3.up); character.spriteChild.rotation = rot * Quaternion.Euler (midAngle); }
That shoul…
* What are your AC / Unity versions?
* What platform are you working on?
* Is this occuring in builds, the Editor, or both?
* Is this an issue with old saves, or are you able to reliably recreate the issue with new save files?
* By "sometimes&q…
The size change of the detector should be linear as the camera's FOV changes - you should be able to take some values at two extremes (e.g. FOV = X, Detector size = Y) that can then be used to write a simple "y = mx + c" function that adap…
Welcome to the community, @Andreas.
It does sound like a scaling issue. AC's default movement values (including "how close is close enough") are based on the assumption that a character is of standard height in real-world units.
How lar…
You mention this occuring specifically during cutscenes - is this to say it works during pause mode?
Does running the Menu: Select Action manually once a Menu is open force the selection to work?
If not, the use of Input System may be compounding …
Oddly, the unmodified script above works for me - no need to refer to GetLastOrActiveHotspot.
I'm unclear on your intent regarding "Use" item interactions, however. Is it the case that the auto-use of an item with a Hotspot should overri…
"Return to Conversation" only refers to the Conversation that the option itself is a part of.
The best way to work with nested Conversation is to bypass the When finished fields in your options completely, and check Override options? in a…
Apologies - I missed this question in your other thread.
If you gather up your game's text in the Speech Manager, you can then export it to CSV, perform a "find and replace" to remove the tokens, and then re-import the file back into your…
Thanks for the bug report. It looks like it'll throw this error if your loading screen is not an "AC" scene.
Precede the line with the following:
if (KickStarter.eventManager)
I'll make the same correction to the next update.
(Quote)
I'll attempt a recreation. Can you share a screenshot showing the Video Player component involved?
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This'll be a Unity issue - the Action will only end in this case once the VideoPlayer's isPrepared property is true.
A potential al…
Don't worry - you certainly don't need to rely on a scene wide Trigger to check values like that.
The two Actions (1 and 2) in the top-right corner of your ActionList are along the right lines - if your Integer goes beyond a certain value, your Boo…
If it's a case of cycling through all Hotspot on-screen, you may be able to get by with just enlarging your detector to span the playable area.
You can use a local Player in such scenes - or control its size through animation or script - to prevent…
So that AC is aware of what ActionLists you're using (and which you aren't), they need to be referenced in AC components / Managers.
If you're only referencing them via script, you'd currently need to have an additional reference in Actions. This …
You should be able to set it by attaching this script to a GameObject in the scene:
using UnityEngine;using AC;public class NarratorVolume : MonoBehaviour{ [Range (0f, 1f)] public float relativeVolume; private void Start () { KickSt…
As well as checking the global navigation boxes at the top, you'll also need to specify which Element should be selected when each Menu is turned on.
These options are at the bottom of each Menu's properties panel - see the Auto-select first visibl…