Presumably, you'd need to change not just the direction, but the position as well - i.e. place the centre of the light over the centre of the Hotspot?
You can use the Events Editor to create a Hotspot: Interact event, which will give you an ActionL…
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The Inventory: Interact event is fired when using an Item by itself. When a Hotspot is involved, you can use the Hotspot: Interact event.
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A script would be needed, and there's a few ways you can approach this - but you'd need to re…
The Inventory: Select Action can be used to force the selection of an Item without it needing to be present in the Player's Inventory. Running this in a table item's Hotspot interaction should do it.
Apologies again, the passing of the offset index is not necessary as this is accounted for already.
This should do it:
using UnityEngine;using UnityEngine.UI;using AC;public class ObjectiveIcon : MonoBehaviour{ public int slot; public Sprite…
Thanks for the details - I'll attempt a recreation.
What is your Menu's Source set to - are you using Unity UI? It sounds like this might be a bit of an edge-case with the Input System integration.
What is the fundamental issue? That it shows the original line text, but not the translation?
Uncheck Pre-process tokens? - this causes the text to be converted (i.e. tokens processed) before passing it onto the Menu, so it'll only ever show the t…
What does the flashlight consist of, exactly? A sprite or light attached to a child object of the Player? How is it's position/rotation currently set - within the animation?
It depends on how the camera is set up.
What camera type are you using, and what are its properties?
It is possible to disable the Camera system with the Engine: Manage systems Action.
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In the tutorial?
Assuming the Hotspot and Renderer being hidden are attached to the same GameObject, you can just use one parameter to represent them both. A GameObject parameter isn't component-specific - if you pass it to a Hotspot Actio…
As in, generate AC speech Actions from articy flows?
Attempting to parse an articy flow to extract data to convert is very tricky and prone to errors - the downloadable package bypasses this in favour of letting articy run by itself.
However, I do…
If you set your Player's animation engine to Sprites Unity Complex, you'll have access to an "Is Grounded" bool parameter that you can use in their Animator Controller.
AC's Sample Player 3D prefab also has a "Player Land" compo…
Welcome to the community, @blob1.
The exact way AC handles its character motion is down to your Player settings and attached components - could you share screenshots to show their setup?
Generally though, you can try moving them in LateUpdate - us…
The built-in behaviour of dropping one item on another is to combine them. If no combine interaction exists, you should be able to hook into the OnInventoryCombine custom event to alter their positions in Player's Inventory collection.
Something a…
I can't reproduce such behaviour - at least in the latest release. If it still occurs there, how/when are you starting your Timers? The save-game data you shared suggests the data is at least being saved correctly.
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Ideally, your project w…
Yes, categories will be key here - create a pair of Categories, e.g. "Default" and "Flower", and assign the Flower items to the latter.
In this case, you'd use the Hotspot's Unhandled inventory interaction type - which will be r…
Apologies - yes, I meant acceleration.
I believe I have recreated the issue. To test a fix, open up AC's GameCameraThirdPerson script, and find the DoUpdate function around line 515.
Just at the top, find the line:
lookAtInfluence = GetOverrideI…