If your Cursor Manager's "Cursor rendering" is set to Sofware, the system cursor and the game-cursor should be separate. Is this a case of just the system cursor remaining unlocked (but the in-game cursor is fixed in place), or is the in-…
It was included in v1.76.1.
With the update, you can override an item's texture with the InvInstance class's Tex property.
Here's an example script that should let you animate a specific item when it's hovered over, by cycling through an array of …
What is your AC version? The ability to rely on a Global variable, as opposed to only a Component variable, requires v1.76.1. If that's what you're using, make sure you're not accidentally adding an old script from the wiki.
The correct script ca…
To clarify: "Crafting" in AC terms is a separate Inventory interaction system where you place multiple items on a grid (optionally in a specific pattern) to create a resulting item. It's more similar to Minecraft than more traditional adv…
That sounds correct. Putting the messages aside, does the Action work when run?
I will need those extra details + screenshots if not, as I can only advise generally otherwise.
Happy holidays, @Alex877.
The "Link Variable To Animator" component is included in AC - don't rely on the script on the wiki page, as the one included is more powerful. For details, see the Manual chapter of the same name.
As of v1.76.1…
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So, your Movement method is set to First Person - or are you modifying it at runtime with the Engine: Manage systems Action?
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In the Action, or the Console?
The reference will be lost in the field, but that's what the ConstantID is …
Afraid not.
Be sure to check the Scripting Gude's entry for each function:
AssignVariables needs to have passed the SaveData class's mainData.runtimeVariablesData string.
ExtractMainData only has any effect if you assign its return value to a Sav…
What are your AC and Unity versions?
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The cursor should change its appearance regardless of your input method. When using a controller, are you navigating Menus directly, or moving a simulated cursor with the controller's L-stick?
If you'r…
If you double-click to open your Player prefab in Unity's "Prefab Mode", you can drag your FP camera into the Camera: Switch Action directly. AC will record a Constant ID value for it that should link the two together again at runtime.
T…
Apologies for the frustration. From the screenshot, it looks like an issue with the camera's Z-position.
Don't attach the GameCamera2D component manually to your MainCamera - the two should be on separate objects. The MainCamera object is the onl…
Set your Interaction menu's "Appear type" to "On Interaction", rather than "On Hotspot". I suspect the Menu is not syncing its elements to the relevant interactions.
Sorry, I was referring to the message in the "Unity has stopped working" window you showed partially in your screenshot. It mentions the cursor, but I'd need to see the whole message to know which one.
You can call the SaveSystem class's ExtractMainData method, which converts the string into a SaveData class.
The same script's ReturnMainData function demonstrates how a SaveData instance can be used to apply data back to your game, but AC's provid…
Is this error appearing when running the scene, or do more errors/warnings appear at that time? The Console suggests you're getting a couple of Warning messages as well.
The "Invalid editor window" message may be related to Unity. Try r…