Forgive me if I'm not following, but I was under the impression that 2.2 was released 2 years ago:
https://opsive.com/news/ultimate-character-controller-2-2-released/
Are you referring to a different asset?
I've been looking into the feasibility of Json-serializing ActionList assets for you.
The main issue is that references to objects, such as prefabs and other ActionLists, are lost. Unity changes its internal identifiers between sessions, so data l…
You mentioned in your PMs that you already had the signing-in handled. Is that to say you already have a script that's handling the XboxLive communications?
What are your AC/Unity versions, and do you get this behaviour with all of the template's Managers assigned (Settings Manager included)?
You will need to have your Settings Manager's Select Interactions by field set to Cycling Menu And Clicking Hot…
The Variable: Run sequence Action can be used to run different subsequent Actions each time itself is run.
For more complex logic: if you defined an Integer parameter in the Parameters tab to keep track of how many times you've run it, you could su…
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2D components will have no bearing in a 3D world. If you require your characters to react properly to a 3D scene, they will need to have 3D components.
Neither a collider nor rigidbody is technically required for an AC character, however, …
It comes down to whether you have multiple instances of the same item in the same inventory, because the script above modifies the original item's texture.
If you only have one of each, then the above should be fine - but using different items for …
There aren't any special components on each element type - just the standard that come with each by Unity. btnApply is an Image and a Button component, for example.
For each element type, create a new one from Unity's UI toolbar and compare the co…
To clarify: the "Switch previous" command refers to the last-visited scene - not the next scene up in Unity's build settings.
But as for a custom Action, try this:
using UnityEngine;using System.Collections.Generic;#if UNITY_EDITORusing …
This technique relies on coroutines, so you'd need to have a separate MonoBehaviour script that handles the saving, with the SaveFileHandler referencing it as needed.
Is "connected storage" where you want to be saving to?
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So you'd be looking to download Action data at runtime?
I shall look to see if the ability to convert ActionList asset data to/from Json can be added.
I will need to know more about the way your game is set up. Is it technically a 2D or a 3D game, putting the art aside?
Are you using 2D or a 3D NavMesh? Screenshots will help convey this, please.
Pointing-and-clicking should not be blocked by C…
Again, when AC autosaves is separate from where that data is put. The creation of a custom SaveFileHandler has no bearing on AC autosaving.
AC autosaves in two ways:
* By checking Autosave after? in a Cutscene's properties
* By using the Save: Sa…