It has been a long time, but I believe you asked me to set the Interaction Method to Custom script so the CustomDrag Camera script would work. It is however weird that it acts up only in one scene. I did check, and I didn't find any difference in th…
My mistake, I thought it had something with custom drag camera script. But it is more likely connected to Unity UI cursor that i am using, right? In that case it is CstomCursorAnimator script:
using UnityEngine;using AC;public class CustomCursorAni…
Thank you. In the end I opted for Bool instead of the Trigger, because whenever I clicked, the Trigger "loaded" and the next Boredom animation was immediately skipped.
It did not sync with the timer animation. In the end, I modified your script with the help of AI to this, and it seems to work. The timer is an absolute value, the movement of the clock in the animation is supposed to be smooth (not a step per secon…
I am having several issues implementing this.
First, i am getting an error with the script: Cannot implicitly convert type 'AC.Timer' to 'float'
using UnityEngine;public class SyncQTETime : MonoBehaviour{ void Update() { float time = …
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Thank you. I will also be using this in other events, not necessarily QT as described in the manual. They will depend on a custom timer created in the Timer Editor.
How can I get the remaining time of such a custom timer?
I found the cause. It happens when I enter the Main menu and exit back to the game again. The animation reacts differently than the timer (animation is back on the same frame it was before entering the menu, but the timer moves to the next value), a…
So i consulted with ChatGPT, and came to this conclusion:
The original script ran in Update() — but Unity’s Animator also runs every frame and often modifies transform properties like localScale after Update() but before rendering.
So what happene…
Thanks, Chris. But for some reason, it doesn't work, and after running, the fields are empty.
However, I came up with a different solution. I made a child copy of every sprite with a mask interaction set. Then, I just turn on/off the sprite rendere…
The problem is that i want the same arm to be Visible Outside Mask during one animation and have interaction set to None during another. And I cannot figure out how to make the change during gameplay.
I did. My mistake; I thought it didn't work when, in fact, I had the Hotspot I was testing at Z position: -10, which made the child with the animation hidden. It does work well now!
Could you please help me? I cannot script. I tried to generate something in chat GPT, but surely it is a mess. I tried the script to be automatic for all the hotspots in the scene (so that I wouldn't have to attach it to each hotspot manually).
usi…
Also, I am using the SUC_FrameFlip script to flip my character's Left/Right animations. Sometimes i turn it On and sometimes Off (within a single scene). But the current state of it is not saved either. Is there a way to solve this?
Thank you, I will dig deep into the Timeline. I tried the Character Hold object some time ago, but it is not ideal, especially when you want them to hold the object in a specific manner.
In the meantime, I realized I could split the animations handl…