Sorry, I'm a little confused. What's the underlying issue in this case? You said above it was throwing out warnings, but it seems to work fine.
Are the animations being correctly played?
Welcome to the community, @kkld.
In order to use Input System, you'll need to rely on AC's integration for it. If you're using Unity 6, this should be suggested for you automatically as a Template when using the New Game Wizard.
If the Template w…
If you unset the OnStart cutscene from the Scene Manager so that it doesn't run, does the Cutscene lisawork have issues if you then manually run it from its Inspector?
The OnStart cutscene looks to be running this Cutscene four different ways, and …
I'd say that should be fine. You should be able to do away with the Update/LateUpdate loops by hooking into the OnStartSpeech custom event to turn the Menu on at the time the speech begins, but I don't see anything fundamentally wrong with your app…
Check your Highlight component's Intensity curve - this controls the intensity of the highlight effect, with the x-axis ranging from 0 (off) to 1 (on). To increase the intensity of the effect applied to the material, the curve's Y value should incr…
Are you looking to play different animations based on which direction the character is facing? Your Animator, and NPC Inspector, show different intents.
Your NPCs Inspector has its Facing directions field set to Four, which means it's expecting to…
Which Hotspot has the issue? The first scanner outside the starting room has no Highlight component, the others appear to be missing a Mat_Scanner_Highlight material property.
Did you try the Cube event test I mentioned above?
The issue is that your "Talk name" field ends with the "_R" suffix, whereas AC will add this dynamically based on which direction the character is facing.
Rename it to "NPCTest2talk" to have it match the pattern of you…
Thanks for the details.
In this combination of settings, the highlighting should occur based on the Player's vicinity to the Hotspot - highlighting when they enter their Hotspot Detector boundary, and un-highlighting when they exit. The cursor is …
Version 1.86.4:
* Fixed: Compatibility issues with Unity 6.5
* Fixed: "Speech: Stop" event not firing correctly
* Fixed: Duplicating speech menus not updating correctly when fading out
* Fixed: Speech sometimes not ending when loading a s…
What are your AC/Unity versions? Is this for a first-person game, or third-person 3D? Is the issue limited to just this Hotspot?
Is there any difference if you temporarily uncheck Place distant Hotspots on separate layer??
To check that the even…
If you're using the Sprites Unity animation engine, playback is automatic and no transition is needed. If so, you can expand the List expected animations? foldout to list all animation states it requires based on the options chosen.
Can you share …
OK. If you open up AC's CursorIcon script, look for the GetAnimatedRect function without any parameters - around line 673.
Replace it with:
private float lastAnimationSetTime;public Rect GetAnimatedRect (){ if (frameWidth < 0f) { …
It depends very much on the specifics, but this option affects whether ActionLists place the game in Cutscene mode when the game would otherwise be in Pause mode.
It could be that the ActionList involved was preventing the game from being in Pause …
Yes, there is a node-based 2D game over on the Downloads page. It uses a bit of custom scripting, and an arrangement of all backgrounds/cameras in the same scene, to work. This is mainly due to the "turning" feature, that complicates the…