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Which object - the GameObject the script's attached to?
If you're dealing with ActionList assets, you won't be able to reference a scene object - but you can make the GameObject a prefab and have the Action reference the prefab instead. To…
This occurs because your inventory buttons are inside other buttons in the hierarchy. AC is updating the Interactable state of the buttons its linked to, but it won't control anything not linked.
Is this to say that unticking Wait until finish? causes it to play properly again, albeit with Hotspots being interactive? Or does it refuse to play either way?
If the former, what are your AC/Unity versions? If the latter, share screenshots via …
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Exactly this. Add the following to the scene, and use the Object: Call event Action to run the component's functions:
using UnityEngine;namespace AC{ public class BrightnessCamera : MonoBehaviour { public _Camera brightnessCam…
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The Camera: Fade Action's Behaviour when paused option can be used to control what happens in the event that the pause menu is opened during a fade.
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The built-in effect is rendered above all other elements of the scene. If you unch…
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Yes, this is likely it.
For the Nine Verbs interface to process "Walk to" ("Vai verso") interactions, the "Additional scripts" prefab must be placed in the scene file - see the Readme file's instructions for de…
You can change it in the Settings Manager through script (right-click the field's label to copy an API reference to it), but this is a global setting. Raycasting works independently of Hotspots - it can't be set per-Hotspot.
What you'd need to do …
If you want to involve custom scripting with your camera's movement behaviour, it's best to do so completely on a new camera - you'll likely get conflicts if both a custom script and the GameCamera component vie for control over the same Camera.
Se…
To access an external script variable, you'll need to rely on a custom script - either a custom Action that checks for it directly, or a script that syncs the variable to an AC Variable that can then be read with the "Variable: Check" Acti…
By default, subtitles are hidden if audio is present for the given line.
If the Subtitles option is enabled in your game's Options menu, they will always be shown. You can enable this option by default at the bottom of the Settings Manager.
Alter…
The custom Action avoids the need for a prefab / script in the scene.
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The SetMixerVolume call, if you want to use it, should replace the mixer's SetFloat call in the Action's Run function.
The conversion line was to answer your question of…
It could be, but it might be better to check the value of e.g. a Global Bool variable in your event hooks so that the state of it gets stored in save-games correctly, i.e.:
if (!GlobalVariables.GetVariable ("BookPuzzleIsOn").BooleanValue)…
AC moves characters in one of two ways:
1) Along an array of position values - see the MoveAlongPoints function.
2) In a certain direction using SetMoveDirection after manually placing the character in "move" mode:
myCharacter.charState…
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The next scene will be loaded once AC switches to the loading screen - it's just an interim scene that allows the previous scene to be fully unloaded before the next one is loaded.