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If you're looking to disable turning, so that he snaps to the given direction, you can set his Turn speed to -1.
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You'll need to ensure their root object position is around their feet. With 2D characters, this is typically done by p…
Object: Visibility can affect prefabs, too - it'll do so by referring to its Constant ID value. You'll just need to ensure its consistent when placed in the scene, by checking Retain in prefab? in the Constant ID component.
Alternatively, you can …
Where is the HelpSinteticCorpse_Started_OnEnter asset referenced by the game? Through script?
When gathering text, AC needs to see a reference to an asset in order to gather it. This'll be the case if you reference it from an Action, or e.g. a Ma…
If it works better with Button, stick to that. You can still separate to Right/Left inputs that are mapped to the same keys as Horizontal.
Alternatively, if you read the input directly through script, you can have the buttons be prevented from bei…
Is your "E" currently shown on a Graphic element in a Menu?
You can use the Engine: Check platform Action to check the current platform, and show/hide different elements when the Menu turns on.
Currently this Action doesn't let you check…
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In what way are you looking to move? The Walking Dead template switches to Direct movement. If you want to use Point and Click, you can set that in the Settings Manager's Movement method field.
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The default cursor icon is listed in…
Yes, I expect it's something to do with the failed import.
Click the asset file field at the top to ping the Cursor Manager and then hit backspace to clear it. You'll then get a prompt to create a new one.
I'll need to see the context. What are your AC/Unity versions, and can you share screenshots of the text as you've entered it, and the filtering options used to locate it.
Starting a game from a non-AC scene, and then moving to an AC scene, should be the same process as starting the game from an AC scene directly. You shouldn't need any extra steps beyond that.
What are your AC/Unity versions, how are you switching …
Let's get the tempate installing correctly before anything else.
If you open up AC's CursorManager script, look for line 477:
unhandledCursorInteractions.RemoveAt (unhandledCursorInteractions.Count + 1);
Replace with:
unhandledCursorInteractions…
You would need to have your Action implement ITranslatable, which will inform AC that it should be included in the "Gather text" process, along with all the functions it needs to do so.
First, change:
public class ActionUpdateObjectiveDe…
The GameEngine object is used by 2D and 3D games alike. In 2D games, the NavMesh is defined with a Polygon Collider attached to a Navigation Mesh component, which gets assigned in the Scene Setting via the Scene Manager.
Indeed, for 3D scenes you …
The root AC asmdef file was introduced in v1.80. You should find that this issue doesn't occur in a fresh project with the latest AC release.
If you're using an older version, you'd need to delete the download's asmdef file.
If your Interaction menu's Appear type is set to On Interaction, then its link with the associated Hotspot is automatic.
If you set its Position to On Hotspot, then you can check the connection because the Menu should be positioned over the clicked…
I can't reproduce the issue - what are your AC / Unity versions?
The first entry in the AC_Cinemachine assembly definition file should be AC's own one, found in AC's Scripts folder. It should have gotten assigned manually - but if not, drop it in …
Place the script in a C# file named SetImageSize. Then, once you have a UI prefab that's linked to the Menu, attach it to the same GameObject that has the Image component linked to the Graphic element. Assign the Image component in its Inspector, …
If you're talking about NPCs moving between scenes, you could make use of AC's Player-switching system, as AC will keep track of inactive Player scenes/positions.
If you converted your NPCs to Players, and used the Settings Manager to set their def…
For dynamic content, including scrollbars, you're best off switching to Unity UI instead of AC for your Menu rendering.
For each of the default Menus, this can be done just by setting the Source property to Unity Ui Prefab. These already have a li…