Getting a Timer in script is done with:
AC.KickStarter.variablesManager.GetTimer (2);
Where "2" is replaced with the Timer's ID.
The available properties can be found in the Scripting Guide.
In AC's terminology, "Up" and "Down" are what it calls "Back" and "Front". You can check the Up and Down, and uncheck the others, to have it only face those directions.
However, your character uses the "…
Good question. It's probably not a camera issue - but one of the NavMesh when it comes to extracting the hole's vertices to add to itself.
I'll look into this and see if it's possible for the NavMesh to ignore the Z position, as it shouldn't be fa…
Recreated.
To fix, check Do euler rotation? in the Actions, and then open up AC's ActionTransform script.
Look for the code block around line 265:
Quaternion currentRotation = runtimeLinkedProp.transform.localRotation;runtimeLinkedProp.transform.…
Thanks for the details, but I'm afraid I have no such issue when repeating those steps on my end. It may be an issue with Unity, as AC is still relying on Unity's AudioSource for playback.
Sorry, not sounds - I meant behaviour. The "Sample 3D Character" prefab (though Brain, not the same as Brain prefab from the Demo games), has a "FP Land" component that handles landing animation. Is that what you're making use …
Welcome to the community, @connygy.
Looks like it could be z-position related - does this occur if you set the Z position of both the NavMesh and the hole to 0?
No problem. To elaborate on the use of a "PopUp" variable: technically you could use an Integer for this - to keep track of how many panels have shown. Each time you click, this Integer would goes up, and you can then show a new panel fo…
To clarify: are you using Point And Click or Direct movement now? If you're using Direct, running is a case of holding down a separate input named "Run".
With Point And Click, I'm testing in the 2D Demo game with Keyboard Or Controller i…
Drag-and-drop is possible, actually - but you need to enable it in the Adventure Creator panel of Unity's Project settings window. It's disabled by default, because it's a little experimental and doesn't always work depending on platform, but give …
Thanks. Yes - you don't need separate PopUp variables, just one with the different values (None, Panel 1, Panel 2 etc entered in the Values boxes. Click "Add new value" to make space for the other values.
The ActionList in your second s…
Welcome to the community, @plottwist.
The Panels don't each need their own local variable - a single variable can be used to keep track of which panel to show next.
For the Actions to run when a Hotspot is clicked, they need to be inside an Intera…
Setting the charState to Custom before calling SetBool should do it - is your character using Sprites Unity for their animation engine?
Sprites Unity Compex is often better when dealing with custom states / transitions, as AC won't play animations …
It's likely your Sprite Child that has the Sprite Renderer on it - not the prefab's root. You can drag/drop the Player into the scene, and assign their Sprite Child in the Timeline.
At runtime, you'll need to remap your bindings in the Action to r…
(Quote)
The only references AC makes to PlayerPrefs directly is within the SaveFileHandler_PlayerPrefs and OptionsFileHandler scripts. You can insert logs into these to see if this is the case.
You need to wrap your function around a class definition:
using UnityEngine;using AC;public class MyScriptName : MonoBehaviour{ private void OnEnable () { GameObject.Find ("BossCloseUp_Baby").GetComponent<AC.ActionList>…