If the SpriteFader component is on the active Player's Sprite Child, that should be enough - provided you're using the modified Action and not the original.
Did you duplicate the Action with a new Title and install it as a custom Action?
The procedure looks OK from the screenshots - you can check that the ActionList is working by clicking "Run now" in its Inspector to run it manually at runtime.
AC will use Constant ID numbers to connect your Button elements in the Menu M…
If both the buttons and the digit display are in Menus, there's no need for a Hotspot - other than to have it display in the first place.
What are the contents of the Button ActionLists, e.g. Clavier_Button1_OnClick? It should be these ActionLists…
An ID is generated by attaching a Constant ID component:
myGameObject.AddComponent<AC.ConstantID> ();
I don't recommend doing so at runtime, however - the ID system's intent is to provide values that are permanent.
What's the underlying sit…
Each time an ActionList asset is run, AC actually runs instance of it inside the scene.
Normally this isn't something that needs to be accounted for, but in the case of the ActionList: Set parameter Action's Change own? option, it's actually affect…
Remember components won't be recognised by the save system if they're attached to disabled GameObjects. If you go down that route, I'd recommend controlling their enabled state via a parent GameObject that can handle the enabling/disabling.
One wa…
Yes - Remember component data should be recorded for each Player and restored when appropriate.
For a change in Animator Controller asset to be saved, you'll need to attach the Remember Animator component and check Save change in Controller?.
You …
The scene in the package doesn't match the video/build, and you're using custom scripts to interact with Hotspots.
From what I can tell though, this is down to the sensitivity of touch-screen input, causing the game to go into "drag mode"…
Welcome to the community, @Kte.
To manipulate UI components at runtime, it's best to connect it to AC's Menu Manager, as this makes it simple to display AC variable values in your UI.
Working with Unity UI and AC's Menu Manager is a broad topic, b…
You can hook into the OnCompleteSpeechScroll event instead, in that case:
using UnityEngine;using AC;public class NarratorAudioStopper : MonoBehaviour{ private void OnEnable () { EventManager.OnCompleteSpeechScroll += OnCompleteSpeechScroll; } …
You can define an "Active Input" that reacts to a right-click by running an ActionList that turns on the Inventory menu.
Active Inputs are a way of running ActionLists when specific inputs are pressed - see the Manual's "Active input…
This isn't an AC-related question - you should be able to get some advice with this on Unity's own forums. I'd expect that the easiest way would be to animate it by hand - either in Unity, or by baking physics animation within Blender.
Screenshots of all related - the Player Inspector, OnStart cutscene, PlayerStart as it appears in the scene.
It may be a rotation issue - is there any difference if you uncheck Turn root object in 3D? in the Player Inspector?
What is your render p…
What platform are you building to, and how are you determining that the player is shrunk? I don't see him in the second screenshot.
Unless you're affecting it through animation, a character's scale should be set via the Sorting Map. Are they set …