What do you mean by "Navigation updater"? Is that from a 3rd-party asset?
Share screenshots of all the relevant aspects, including the Profiler if there is slowdown when loading.
The first thing to check is if this is an issue with your…
You just need to replace ActionList with ActionListAsset to have it accept asset files. But I'd also recommend referencing AC's KickStarter.player property in place of a Player GameObject variable:
using UnityEngine;using AC;public class NPCDabRes…
As in, extracting the data, updating the variables, and re-writing to the save file? I would recommend caution there.
What is the exact scenario you're facing? It's possible to hook into events to alter variable data just after a file has been lo…
Place the line above in a public function inside a new C# file, then attach that script to an Empty GameObject, make it a prefab and remove from the scene.
You can then use the Object: Call event Action to trigger the function inside the prefab.
The "Apply Prefab" operation is on the Unity side of things, but they did change it slightly since this video.
You need to go to the root of the prefab (in the scene), and from there you can click on the "Overrides" dropdown at …
I will need to know the details in my previous comment.
If you'd like me to take a look, you can PM me your project as a .zip file without the Library older.
A custom script is best for this. What was the issue with the one your LLM wrote?
Also: how did your original system detect that the Player was dabbing? That is, what caused the NPCs to comment at the correct time?
Sorry for the trouble. You're certain there are no Actions that are affecting the visibility in e.g. the Menu's "ActionList when turn on" asset?
Is there any improvement if you replace the Update function with the following?
void Update…
Welcome to the community, @lisbeth.
The Visual Studio Code Editor package isn't used by AC - you can remove it safely without impacting your game.
The input issue is to do with the "Active Input Handling" setting in your Project settings…
A means to gather ITranslatable interfaces that aren't in the scene is set to be included in v1.85, by way of the ITranslatableReference interface.
This will consist of a function that returns an array of ITranslatable interfaces.
You'd likely sti…
It may just be a case of setting the TransferCount value of the clickedInstance variable to 1. This property affects how many of a given item get moved.
The InvCollection class also a dedicated Transfer function.
That's a different behaviour to GameCamera2DDrag - which works by dragging the cursor independent of its starting position and without a timer.
For this behaviour, you'd need a custom script attached to an AC "Basic Camera" component so t…
Where is the Canvas at the time it disappears? Has the UI become disabled?
Is your ESC key mapped to a Menu directly, or an Active Input that turns menus on/off through Actions?
If the Menu is turning off at the wrong time, you can attach the Act…
The Player in your video is correctly navigating around the NPC - are you referring to the sprite overlaps?
The NPC's shape and angle is tricky to get this correct - the Player would be above the NPC at a higher Y value on the left side than they w…
You can have a custom script detect your Skip input and then run the Dialog component's KillDialog function, i.e.:
AC.KickStarter.dialog.KillDialog (true, true);
The Object: Call event Action relies on Unity's Event system, which requires a direct reference to the object - if you assign a prefab, it'll affect that prefab as opposed to the instance of it in the scene.
Object: Send message can be used in this…