The MainCamera's FOV is set by the GameCamera it's attached to. Each frame, the MainCamera will copy its attached GameCamera's data - position, rotation, and FOV.
Each PlayerStart has an associated Camera that gets activated when the Player telepo…
Share screens of it all - the symbols, the Menu, the element.
If you add an ActionList: Comment Action to the end of the chain (run if no conditions are met), does its text appear in the Console?
Kill and Pause will both just stop an ActionList's code from running any further. Though, with Pause, you have the option for any currently-running Actions to complete before doing so.
These commands are probably best used with background ActionLi…
Thanks, that's right.
The bindings in the Input Module, though, are wrong. It looks like this is from the old version of the integration - the InteractionA/B actions shouldn't be listed there.
If you imported the integration from the Downloads pa…
Thanks for the details.
Did you create your Managers with v1.84, which includes the built-in Input System integration - or did you install the integration from the Downloads page.
Can you share a shot of your EventSystem prefab? It should be list…
Thanks for the details, though I'm afraid I can't reproduce such an issue.
It's a very big difference in version, but the core scripts you'd want to look at are MainCamera and ACScreen.
v1.70.2 is very old now, but it's likely the setting of Camer…
Using the ActionList: Kill Action should be fine - but it's important to know that ending a list won't necessarily end its effects. If a character is mid-movement or mid-animation, for example, they won't stop this behaviour as a result - only won'…
Welcome to the community, @Blambition.
No worries re: demo scenes. The provided AC demo games can be run without switching Managers, I'll chat with DS's author about bring this ability to DS's sample scene as well.
But as you've found: if you swi…
It sounds like the option to limit display to the safe area is the opposite of what you want. This feature causes the the game to only occupy the safe area - menus included - against the default behaviour which is to render full-screen.
Are you en…
What are your AC/Unity versions, and are you using Input System or Input Manager, for input handling? Are you shifting with mouse-clicks, or with keyboard presses?
Any screenshots you can share of the issue will help clarify the situation. In par…
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You should be able to keep the ActionList Editor window open while viewing the Player prefab in Prefab Mode, from where you can drag the Shadow object into the Action.
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If it's not easy to embed the change into the animation, you cou…
IIRC there was an issue related to this that required fixing in an update.
In a backup/duplicate project, import the latest release - does it then work?
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No need for separate Menus - just modify the existing Menu when it turns on.
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The issue is that Unity no longer lists the Switch / Playstation platform directives on their symbol reference page. I'm not sure what the scripting defin…
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That's not what I was suggesting. I was referring to testing out having your first scene still be a non-AC one, but one that does not initialise XBox services.
I need to know your AC/Unity versions, and how you are switching scenes - see a…