While Spries Unity Complex is handy for situations like this that involve more involved animation, it shouldn't strictly be necessary.
When referencing a character that uses Sprites Unity, the Character: Animate Action's Set Standard method can be …
You would need a script, yes, but you can still have that script run an ActionList to handle the logic that runs.
Can you elaborate more on exactly what you're looking to do? I'm not clear if you want to adapt the description-box script on the lin…
Try using the A* pathfinding algorithm a try - the movement's a little different, but the calculation is a lot faster than the default 2D pathfinding. It can be found on the Downloads page.
Welcome to the community, @AlexInFrance.
The errors above all suggest that it's a case of your scene not having an AC MainCamera present in your scene. There should be a separate warning message in your Console about this - is it not showing?
Che…
The progress of a scene-loading process can be read with the GetLoadingProgress funtion:
AC.KickStarter.sceneChanger.GetLoadingProgress ();
When loading a scene via Addressable, this will return the handle's PercentComplete value.
A tutorial on i…
My meaning was to try manually turning the Menu on after running the Container Action - i.e. running both Actions together.
If you can PM me your scene and game's Managers, I'll take a look to see what the issue is directly.
At runtime, a Draggable object will align itself with its Hinge track's axis - its original rotation while in Edit mode has to be discarded.
Correcting this is typically either a case of changing the rotation of your model (in your 3D modelling app…
I'll give it some thought - though I'm concerned about keeping the window from becoming too confusing for those not needing such features.
What may be more viable is a kind of "tag/category" system, where tracks could be assigned a tag in…
The option prevents the Player from snapping to the WalkToMarker upon double-clicking the Hotspot.
If you want to run custom behaviour when double-clicking a Hotspot, you can hook into the OnDoubleClickHotspot custom event:
private void OnEnable (…
It looks correct, and I can't recreate the issue on my end. What items should be listed?
Try setting the Menu's Appear type to Manual, and then running the Menu: Change state Action to turn it on - does it then show the correct items?
In a backup…
You can attach a custom script that hooks into the OnInventorySelect / OnInventoryDeselect custom events to have the Hotspot automatically turn off when any Inventory item except the one in question is selected (and turn on again when deselected):
…
Yes, this can be set with an Integer parameter, where the value corresponds to:
* Up = 0
* Down = 1
* Left = 2
* Right = 3
* Up-left = 4
* Down-left = 5
* Up-right = 6
* Down-right = 7
Is this when dealing with scene-based ActionLists, or ActionList assets?
When an Action is viewed, it will auto-set its Constant ID value records for fields that it deems necessary. If this value isn't correct, viewing the Action will correct it.
…
The ActionList in your video has the Door's "open" and "close" animations playing in succession without delay - it won't have time to play the "open" animation.
You needn't play the "close" animation manually…
It's possible to alter the NavMesh by swapping it for another that has no "outside" part, but the easiest way would be to remove that part completely and just uncheck Pathfind? from the Character: Move to point Action used to move the Play…