As I understand it, Timeline Animation tracks override the Animator they control - it's not possible to have both play at the same time.
If you want to animate head-turning on a character being animated with Timeline, you'd have to either use IK (w…
Welcome to the community, @FromZero.
The ActionList: Set parameter Action can be used to set an Integer parameter from a Variable - but currently this must a Global Variable.
To get around this, create an Global Integer Variable named e.g. "T…
Welcome to the community, @Seiferrr.
An integration script for Unity's new Input System can be found on the AC wiki here:
https://adventure-creator.fandom.com/wiki/Input_System_integration
Since this system requires inputs be hard-coded into scrip…
Borders are drawn with the MainCamera's Fade texture, yes. This is done in Unity's ImGUI system with a depth of 10. Drawing a custom texture in this region should just be a case of drawing over them with a higher depth - but you'll need to do so u…
Can you share details/screenshots of the InventoryBox element that causes the issue? If you're using a custom script to handle it's behaviour, please share it as well.
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Create and assign a separate baby prefab to be picked up, without the Player component, and use a separate Animator asset that plays a "picked up" animation by default.
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The baby should become attached to the NPC's hand - o…
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You might not need to. Try it with:
Vector2 cursorOffset = new Vector2(30, -30);
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The Software cursor size is tied with the screen's width, but you can have it be a fixed size at all times with the Hardware cursor option.
Otherwis…
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The data now matches up. But what of the data as listed in the Save File manager?
It looks like the files aren't being found by the AssetLoader. Open up AssetLoader.cs, and replace its GetAssetFile function with the following:
private st…
If you want it to remain open, but prevent the Player from adding the item to it, you can alter the InventoryBox element's Prevent selection? property in the event hooks.
Right-click the field's label to get an API reference to it that you can copy…
There's likely some logic unique to your project that's causing it.
Assign an ActionList to the Objective's menus "ActionList when turn on" field, and add an ActionList: Comment Action to print some text to the Console when it turns on. …
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Open up AC's PlayerInput script and look for the following towards the bottom of its SetDragState function (around line 1996):
else if ((KickStarter.settingsManager.movementMethod == MovementMethod.Drag || KickStarter.settingsManager.moveme…
What's your AC version, and under what conditions is the scene starting? Beginning the game, switching from another, or loading a save file?
The cleanest approach to run custom code as the scene begins is to hook into the OnAfterChangeScene custom…
There's no physics involved in this approach - you can just parent the object to the character's hand, and animate the hands with a sub-layer in the Animator.
Once "hand transform" bones are assigned in the character's Inspector, you can …
The character's Material must use a Shader that can be modified by the component - in Unity's built-in pipeline, you can use the Standard Shader.
It is possible to use other Shader types, provided that they have a _Color channel that can be modifie…
Welcome to the community, @RajSeelam.
Your Interaction menu will need to have its Appear type property set to On Interaction in order for it to respond to the Hotspot it's being turned on for - i.e. only showing the relevant icons.
Setting this ba…
This doesn't look right - the data being loaded should match that being saved, even if it doesn't load correctly.
Both logs are referencing the same save file? What data is listed if you find the NPC's save data in the Save File Manager?