What options a game requires will vary between projects, so customisation is necessary.
A tutorial on creating a custom resolution option can be found here.
Other custom options would follow the same workflow, i.e.:
* Create a Variable that store…
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Where possible, ActionList assets will reference scene objects via the Constant ID system. The Object: Call event Action is the exception, since object references are recorded by the Unity event, and not the Action.
It looks like you're working with an ActionList asset file.
It's not possible to reference scene objects from an asset-based event, but this behaviour is set by Unity.
To have events be fired from the scene via an ActionList asset, you can either:…
What are your AC/Unity versions, and can you share some screenshots/video? This is a visual issue, so it'll make things more clear to see it directly.
The Follow Sorting Map will adjust its object's position along the Z-axis. Which object is it a…
The MainCamera and your GameCamera2D components need to be on separate objects. The tutorial mentions using the Scene Manager to create GameCameras, which is the recommended approach over attaching components manually.
The MainCamera object, which…
For AC-based menus and the Software cursor, AC relies on Unity's ImGUI system. If the issue occurs on 32-bit machines, it may well be an issue with Unity itself.
You may have luck with upgrading your Unity to an LTS release, but I'd expect the mos…
It is - this is the instance spawned in by AC, not the original you had in the scene beforehand?
AC won't affect a Button's Image or override its click events - but it will set the Buttons Interactable state.
If the script's Inspector has all of t…
Details can be found in the Manual's "Character Animation 3D tracks" chapter.
For non-root motion characters, this track will update a character's "Move speed" and "Turn speed" parameter values based on changes to thei…
There are two ways around this:
* Create separate Float and Integer variables, have the Slider affect the Float variable, and then use the Variable: Copy Action to copy the Float's value to the Integer. This will round down the Float's value to th…
AC doesn't give the video control over the MainCamera - that is handled by Unity depending on the Video Player component's "Render Mode" field. Aside from waiting for a keypress and the video to end, all the Action is doing is instruct th…
Interesting idea!
On desktop platforms, AC save files uses binary formatting by default. However, it is possible to change this - either to a built-in alternative (XML or Json), or to a custom format by writing a custom IFileFormatHandler.
See th…
You could indeed change it through script, but each item instance relies on the original item data for its graphic. Doing so would affect each instance of that item.
What you could do is create 4 coin items, each with their own graphic, and then h…
Click the Inspector fields in the prefab instance that spawns in the scene to ping the objects that they reference - do they ping to the correct GameObjects, or the original prefab?
It is the same asset, but I should mention that it is no longer sold on the asset store and I believe unsupported.
This asset should work "on top" of AC, however - it doesn't rely on AC's regular lipsync settings such as phoneme frames et…
Is the backspace intended to clear all images, or just the last one?
What you can do is create an "empty" texture and assign that in the same way. If you're looking to clear all images, you can iterate through them:
int min = 0; // Chan…
I need details to recreate the issue. Does this occur in a fresh AC scene with a Video Player and no custom scripts?
Please PM me the necessary files to reproduce the problem - the video file, scene file, and your Manager assets.
Open up ActionList.cs, and look for line 456:
float waitTime = action.Run ();
Underneath, paste:
if (action.RunAllOutputs) waitedAnyFrame = true;
Does that resolve it?
And details of the input?
The input is read in PlayerInput script's line 225 - if you're debugging, place a Debug.Log there to see if it's being processed.