You can play back Timeline assets using the Engine: Control Timeline Action. Check the 3D Demo for examples - it uses Timeline for both its opening and closing cutscenes.
If you add an Animation Track to a Timeline that animates the character's fa…
Welcome to the community, @bbxtudios.
Though I can't recreate the issue on my end, the warning you're receiving should be harmless (though annoying, granted).
When trying from a new project, are you adding the scene to your Build Settings? It sho…
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Was the cursor working elsewhere but the menus not the original issue?
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The Unity UI Cursor script should set CursorID correctly if you prevent your own script from overriding it, but this is how you can set it manually:
int cursorI…
Thanks for the details - I've managed to recreate this now.
It looks like it's a case of Unity requiring the Controls script and asset to be in the same location - and creating a duplicate of the script if this is not the case.
I've updated the pa…
Try replacing the script's:
float inputValue = Input.GetAxis (axisName);
line with:
float inputValue = Input.GetAxisRaw (axisName);
That'll cause it to ignore the Sensitivity / Gravity values for your inputs. Does that make things more responsi…
Thanks for the bug report. What are your AC and Unity versions?
If you're using 2018.2 or later, then the MainCamera should rely on the attached camera's physical properties.
If possible, could you share screenshots showing the Inspectors of the …
Though I can't recreate the issue, it sounds like it's to do with the Controls asset's generated script.
Try deleting the Controls script in question (inside the package's Scripts folder), and then regenrate it from the top of the Controls asset's …
Welcome to the community, @Arctoria.
By thinking, are you referring to AC's "narration" feature - which is essentially just speech text without a speaker assigned?
You can limit a Subtitle menu's display to only show for regular speech o…
Ignoring the animations not running correctly, the CursorID is being correctly set to 0 when you now hover over the button without CursorScript.
This suggests CursorScript is overriding the value of CursorID, so you'll need to prevent this from hap…
Welcome to the community, @spookyrockjaw.
You can have the Player maintain their direction when in mid-air by using a custom script to override the returned input values for the Horizontal and Vertical axes.
Details on how this topic works can be …
The Action doesn't refer to the SteamManager script, but SteamUserStats. Neither are AC scripts, however, so the issue likely isn't coming from AC itself.
As an aside, this Action uses the old Action format. Here it is using the new format:
usin…
This isn't an AC issue - AC is only involved insofar as you setting the skeletonAnimation / speakingCharacter variables.
If you want the second script to be dependent on the first (i.e. don't run if the first is running), make speakingCharacter pub…
Forget UseIconID - that's me looking in the wrong place. CursorID should be the one that changes.
There may be a conflict with your other components, however.
Temporarily remove your Cursor Script component, so that AC's provided Unity UI Cursor …
Hmm. Can you try switching your Menu Manager asset to Default or Demo_MenuManager, and then setting its Interaction menu's Source to Unity UI Prefab, and removing the transition (if set)? That's what I'm testing with on my end.
It should be -1 when normally over menus, but switch to the ID of the specified cursor (0 for Use) when over that element.
This is the behaviour I get when testing on my end. Try it on yours with the default Menu Manager's InGame menu.
There's a couple of ways you can achieve this.
One is to rely on a custom script that overrides the default behaviour of the Inventory menu when placing items in from a Container. Such a script can be found on the AC wiki here:
https://adventure-…
It is, with scripting, and so long as you rely on Unity UI for the menu.
If you attach a Canvas Group component to the UI Button linked that the item displays in, you can use a script to set its "Interactable" property as the Menu turns o…
When using Actions to control character movement, the workflow is generally the same for both NPCs and the Player. You can read about this topic in the Manual's "Character movement" chapter.
Pre-determined Paths can be created in the Sce…