The Mobile Joystick template works by spawning in its JoystickUI prefab when your game begins. This is done via the "Spawn JoystickUI" event it places in your Events Editor.
The Events Editor can be accessed from the top toolbar, under &…
Generally, this kind of situation is best handled by using a Blend Tree for your idle/walk/run animations, as this allows you to scale the speed of those animations based on how fast the character is moving.
If you'd like to share images of your se…
Might it be an animation issue, in that case? If it reverts after a couple of seconds, it may be that the layer is being set through animation.
Try disabling the Animator component and see if it still occurs.
I'm not quite clear of the situation from the screenshots - is it "Cutscene lisawork finds bathroom locked and needs help" that doesn't run correctly? What are its Actions?
You can use the AC Status box, enabled at the bottom of the Sett…
Can you share a screenshot of the Hotspot GameObject in full?
A Hotspot will be considered "off" if it is placed on the Ignore Raycast layer. Does it start the game on Default? Keep their Inspector open while OnStart plays to check at w…
Welcome to the community, @GongylusGames.
Good question. If a character is set to rotate, they'll do so around the Y-axis.
AC's 2D camera mode works in the X/Y plane. You'd either need to rely on a script to rotate the character's sprite as a ch…
Loading an old file in a new save should only affect data that existed beforehand. You can amend IDs as you say, but your Conversation option duplication issue sounds like a bug.
I can't reproduce this behaviour, however, after creating a conversa…
The code above is Hotspot-independent. Rather than placing it on a specific Hotspot, you can attach it to your HotspotUI canvas prefab to affect a Text box. This Text box can replace the default one that's linked to the Menu's HotspotLabel element…
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This is due to the way AC's Subtitles option works.
If the "Subtitles" option - accessed in-game via the Options menu - is enabled, then the Subtitle menu will appear for all speech lines. If disabled, it will only show if a line…
Welcome to the community, @cincinnati.
The Chat Log template adds a new Event named "Spawn ChatLot" in the Events Editor, which is used to spawn it when the game begins.
You can prevent the Chat Log from spawning by removing this Event, …
The solution I provided in the other thread was a custom script that disables input while Inventory Items that are not in the Inventory menu are selected.
Did you try it? You just need to copy the code into a C# file named DynamicInventoryInput an…
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.