AC itself relies on polling so that it both retains compatibility with Input Manager, as well as control over the priority of inputs.
That isn't necessary for custom inputs, however. You can bypass AC's input functions (e.g. InputGetButton) in fav…
The "Active Input handling" option is a Unity project-wide property. It can be found in the Player section of Unity's Project settings window.
AC's "Input System" template will only be enabled if the Input System package is pre…
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You'll get warnings but it's not technically required in that AC will continue without it.
The "Default Camera" field is linked to your "Default PlayerStart", but you can still use the Camera: Swtich Action in your OnSta…
Odd, should work in that case.
The other approach is to just reference the Menu by name:
using UnityEngine;using AC;public class ForceSelectObjective : MonoBehaviour{ void OnEnable() { if (KickStarter.runtimeObjectives == null || Kick…
That's looking better.
One thing about your Hierarchy: you should remove your EventSystem - assuming it was auto-created by Unity when creating the UI Canvas - as AC will have its own that will be spawned in at runtime.
As for clicks: what is your…
Good suggestion, thanks.
There is a filter option at the moment - if you type the name of your category followed by "/", it should just list those variables.
You can wrap platform-specific code with #if/#endif blocks, i.e.:
#if STEAMWORKS // Steamworks code#endif
The code within will then only run if you have "STEAMWORKS" listed in the Scripting Define Symbols box in Unity's Player setting…
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That may be an issue with your Animator - the original script should only invoke the Trigger parameter for the specific item.
Revert back and place a Debug.Log statement underneath the SetTrigger call:
Debug.Log ("Trigger: " + ga…
Let's try this one, to give some Debug output to the Console:
using UnityEngine;using AC;public class ForceSelectObjective : MonoBehaviour{ void OnEnable() { if (KickStarter.runtimeObjectives == null || KickStarter.runtimeObjectives.Se…
If you want to have a reaction to a Hotspot becoming selected, you can use the Event Runner component to define a Hotspot / Select event. Set the Actions source to In Scene, and you can then assign the specific Hotspot you want your Cutscene to run…
Bug with the Action - thanks for the alert.
If you open up ActionTrackCheck.cs, look for line 137:
ComponentField ("Track (optional):", ref dragTrack, ref dragConstantID, parameters, ref dragTrackParameterID);
Replace dragConstantID wit…
Certainly food for thought, thanks for sharing.
Re: filtering, have you tried the Search tool? Typing e.g. "Variable" will let you cycle focus in the window between different Variable Actions.
Is that to say you can lower the PlayerStart in the Title Screen scene to correct the position in the New Game scene?
I can't tell why this would be happening from this description alone. If you can .zip up your project (omitting the Library folde…
Unconstrained, a Camera will have a unique position for each equivalent position of their Target, based on their settings.
That is to say: it doesn't matter what position the Target is when switching to a Camera: the Camera will always be in the sa…
Do not change the tag of your first-person camera. That this improves things points to a wider issue in your scene.
Change it back, and - at runtime - check that the MainCamera is attached to your Player's camera. This camera should be listed as …