Option B should be possible with the use of Player-switching.
Create a separate Player prefab for each story - e.g. PlayerA, PlayerB, PlayerC - and then assign them in the Settings Manager.
Then create a fourth Player prefab - one that needn't hav…
You can read this with the PlayerQTE class's GetProgress function:
float progress = AC.KickStarter.playerQTE.GetProgress ();
To apply to an Animator's float parameter named e.g. Progress:
void Update (){ float progress = AC.KickStarter.playerQ…
I'll attempt a recreation, but the calculation involves only a straight distance check.
What is your "Minimum distance to keep" value set to, and how does this compare with the size of your characters?
Welcome to the community, @AnAngelineer.
The default values for AC's provided options can be found at the bottom of the Settings Manager, under the "Default Options" panel.
This will affect your game when no saved values exist (i.e. when…
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You can use the Engine: Manage systems Action to control the locked state of the cursor at runtime.
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Objects in an added scene will have the same positions they have when opened alone. If you open up the Scene window and select the …
It's not tied to any specific GameObject - the error is related to the ActionList copy buffer when changing scenes, a thread on this can be found here.
Can you provide steps that recreate the issue consistently?
Not currently, and it sounds a bit too edge-case to add as an Inspector option.
It may be possible, however, to make it an option accessed via scripting - I'll give it some thought.
If the flying character isn't pathfinding, however, the effect co…
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Looks solid. Using NPCs for this would be viable as well - particularly if they're just standing in a fixed position.
I'd imagine it'd really come down to whether or not your "main game" Player is a different prefab based on this…
AreActionsRunning is part of ActionList, i.e. the scene instance.
If you're dealing with an ActionList asset, you can instead read:
AC.KickStarter.actionListAssetManager.IsListRunning (myActionList);
Sounds like it. I can't reproduce it, but both operations occur in the Start process by default, and the order in which Unity processes objects can be seemingly random at times.
Two ways to get around this:
* Have at least one frame update in you…
No worries - I know what you meant.
On my end, the original issue is inconsistent. Does it display every time you switch scene after copying any combination of Actions?
This issue seems to be intermittent - I can see about hiding the error message, but it may not fix the issue completely.
Is there a perceivable pattern to when it works vs doesn't work?
You mentioned the Item's description text showing - is that a similar Label element or are you using a custom script?
If a script, share it - it's best to incorporate all the property displaying into one.
In a custom script, you can check you're currently in gameplay with the IsInGameplay function:
AC.KickStarter.stateHandler.IsInGameplay ();
Incorporated into a custom Action:
using UnityEngine;using AC;[System.Serializable]public class ActionChec…
The "Selected Item" option in the Label refers to the item that is currently selected - i.e. the cursor has changed to it, and clicking on a Hotspot/other item will cause the two to be combined.
If the item has a "Use" Interacti…
Welcome to the community, @TogaMario.
Your hunch is right - the Action handles quite a few caveats, edge cases and options beyond simply switching the Player.
Essentially though, if the new Player is in the current scene, call:
KickStarter.player…
Depending on need, you can either read the value of actionList.AreActionsRunning() in an Update loop, or hook into the OnEndActionList custom event to run code at the exact moment it ends:
private void OnEnable () { EventManager.OnEndActionList += …