For something that limited, I'd recommend just sticking with AC - it can handle Player stats like that just fine.
Integrating AC with other assets - particularly those that handle large aspects of your game - is a challenge and you will need to be …
You'll need to ensure that the Actions result in a cutscene for the Player to be controlled by turning.
Does it work if you check the Character: Face object Action's Wait until finish? option, and set the Trigger's When running field to Block Gamep…
You don't need to rely on a Moveable component if you're moving the ghost instantly - just use the "Object: Teleport" Action.
If they're in the correct position in the Scene window, though, it may be a rendering issue - as AC won't affect…
The Player issue may be a knock-on effect of the box collision issue.
Moving the object with physics (i.e. using the Rigidbody) would still cause issues, since the operation involves moving to a specific position, rather than a directional force.
…
This is for a "GameCamera2D" camera type?
Try this script (ScaleCameraWithTargetY.cs) attached to the camera, and fill in its Inspector:
using UnityEngine;using AC;public class ScaleCameraWithTargetY : MonoBehaviour{ public float targ…
Welcome to the community, @Malcontent.
Yes, sounds like a good approach.
You could rely on scripting to auto-hide specific options if an item isn't present, which'd help to remove clutter in your Actions if you have many such options. Let me know…
Check your Navigation settings on each of the Selectable components (Button, Dropdown etc). The template has these set to Explicit, but you may need to play around with these if you're using your own prefab.
Welcome to the community, @cedric.
It's not the genre that AC is intended for - particularly the open-world aspect.
AC can handle stats and inventory/crafting, but they are a common feature of other assets and you would need to be well-versed in A…
Is this for a 2D or a 3D game, and can you share screenshots of the issue - showing both the objects/colliders in the scene, the box's Inspector, as well as one of the Interactions that moves it?
Characters may float if they have no means to be affected by gravity, which will be the case if you make the Rigidbody kinematic.
It would be worth testing out replacing your Rigidbody + Capsule Collider for a Character Controller, which should als…
Welcome to the community, @Drewid. Thanks for the bug report
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Is this to say that some ActionLists in the scene are unaffected?
ActionLists themselves should be independent of the object that triggers them, i.e. the Hotspot Inspector - if …
The pushing behaviour is coming from Unity's Rigidbody component.
You can try checking Is Kinematic in its Inspector, or removing it from the character's root - it doesn't necessarily need to be attached, and can be replaced with a Character Contro…
Welcome to the community, @Pietrofonix.
Actions have a "parameters" feature, that can be used to help recycle ActionLists by modifying certain fields each time they're run. A tutorial on their usage can be found here.
I'd need to see th…
Apologies for the trouble.
What Unity version and platform are you working on, and would you mind PMing me a scene with a typical Cutscene that has this behaviour?
You should be able to set it to Stop and then optionally run a Dialogue: Start conversation Action within the DialogOption ActionList based on some condition.
The recommended workflow, though, would be to forego the "When finished" option…
If you call EndPath on the AC Character once A* has decided they've reached the end - that should cause the Action itself to force the character to face the Marker.
Even if you're opting to rely on A* for turning, this should still affect GetTarget…
You can either map these to different input buttons, i.e. the X/Y/A/B buttons on the deck, or rely on on-screen buttons through the use of Menus, similar to how the default "InGame" menu provides a means to open the Pause menu without pres…