Spine requires its own Timeline tracks, available on Spine's website.
Out of the box, it doesn't support rebinding - but this can be done for the Spine Animation State track type by modifying the top of the SpineAnimationStateMixerBehaviour script'…
When "Is Kinematic" is checked, the Rigidbody will ignore forces and colliders - see Unity's docs on it here.
If the Player is falling through the floor when it is unchecked, then it sounds like the scene is missing a collider on the floo…
If your Player is spawned in at runtime by the Settings Manager, but still want them controlled by Timelines, place an instance of the prefab into the scene while in Edit mode and control them in your Timeline.
You can remove their Player component…
To clarify: are you relying on Direct or Point And Click movement?
The NavMesh is only used when a character performs pathfinding - either by the player pointing-and-clicking, or through use of the Character: Move to point Action.
When moving the …
Welcome to the community, @perezbalen.
The Hotspot + Marker combination can be prefabbed, and you can rely on ActionList assets + parameters for the Interactions.
Create a new ActionList asset that has a Dialogue: Play speech Action, define a Stri…
Welcome to the community, @CaveMonsters.
It should be possible to update the "Camera: Switch" Action - without importing the rest of AC - to the latest version. Even if you end up reverting back, it'll be important to know if this issue …
I'd certainly say it's best to learn how AC works "by itself" first - even if only to understand exactly how Dialogue System changes the standard workflow.
A tutorial on AC's conversation system can be found here.
ACEditorPrefs is an asset that provides further tweaks to AC's interface in the Editor - e.g. gizmo colours and field widths.
It's not used at runtime or in builds, but is necessary to be present. If you omit it from the import, AC will auto-gener…
The Reset function can be added to a custom Action, and it passes the ActionList that contains it as a parameter. You could conceivably use this to extract the relevant parameter, i.e.:
ActionParameter myParameter;public override void Reset(Action…
Welcome to the community, @alex_teodor.
The GameCamera component reacts to the position of the assigned Target in the scene - by default, the Player character.
To have a camera rotate based on input, try the GameCamera Third Person camera type ins…
This is usually a color-space issue.
Try toggling the Generate textures in Linear color space? option in the "Camera settings" section of the Settings Manager.
There's three ways you could do this, in order of complexity/robustness:
* Create a new graphic for each item that combines the main cursor and item image in one, and then assign it in the Cursor (optional) field of the item's properties, which onl…
You're setting the skillValue and toolUseValue parameters correctly in the AssignValues function - the other step is to expose the parameterID values in the Action's UI so that the user can optionally set them.
ParameterID values are just integers,…
That's understandable. My gut feeling is that you should be fine, though.
If you do come across an issue with the camera, however, share details and I'll advise.
For a character to navigate in 3D, you'll need to bake your NavMesh, make sure your Scene Manager's "Pathfinding method" is set to "Unity Navigation", and make sure the character's Animator has "Apply Root Motion" unche…
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If it becomes appropriate to. The new input system is still an add-on package that overrides the default, so having AC support it will still need to be a case of either coming in via a separate script that you import, or give compilation pe…