Just did a further test: Apparently is not updating the HUD variables which is the issue, but simply calling an AC interaction from Playmaker.
I created an empty AC interaction and had my Playmaker FSM call this using the "Send Message" a…
The dialogue which is displayed seems to be redrawn (dialogue briefly flickers) and the cursor is changing position.
I have identified the source of the problem: To understand my platform, I am using AC mostly for menu display and translation featu…
Hi Chris,
After sending you the file and following the advice in your feedback, it now works properly.
I did have another frame object with a TransformRect below my Unity UI canvas object and it is this object, not the canvas, that had to be linke…
I ran a test with an existing canvas in the game which was small and not spanning the entire screen. This canvas was set to render "Worldspace", with the First Person Camera as the render camera.
I created an AC menu to replicate the UI e…
I meant none of the objects interact anymore with the mouse. As you mention, it is due to the canvas spanning the entire game window.
Not sure how to solve this, as with the canvas set to render "Screenspace - camera", using the First per…
Hi Chris,
Just checked and the issue was due to something in a Playmaker FSM which was called by the menu's "turn on" ActionList. Shouldn't have been testing using that menu...
Did some tests with a basic blank menu and all works fine. T…
I solved the problem by changing the rendering mode to Screen Space - camera, selecting the First person camera and making a few other changes to the canvas.
After changing the AC menu source back to "Unity UI Prefab", the menu does now d…
Sorry, been busy on other things for a few days.
The code is hereafter. To use it, you need to copy the code into a file (I used LinkFollow.cs), copy the file into the directory you use for custom actions (as defined under "Custom action scrip…
Hi Chris,
I've created a new custom Action which can open a URL in a new browser window. It can either use an entered URL or use one contained in a string variable.
I wanted to share the code with the community on the Wiki, but it requires creating …
I agree footnotes would be heavy to manage. Not sure really, perhaps the change log is sufficient.
Just thinking about cases in which a workaround was created for something not easily feasible in AC and then the package is updated to allow for an e…
On this topic, is there any way to "mix" the first person and straight to cursor movement methods?
It would be great to be able to rotate the viewpoint as in "first person" mode, but be able to click the cursor on the floor to mo…
It's interesting, using Engine : Manage Systems and setting movement method to "none" in an ActionList does work for me.
However, when I stop the game and then restart it, I can't move anymore and the console displays "Starting a non…
I think the issue is related to my camera configuration in AC, as when I switch cameras using an ActionList, I need to make the engine wait and when it exits, it returns to the First Person Camera.
So that's probably just what's happening when PM tr…
Well, I'm able to reproduce it, but it's not a major issue.
Thanks for your great support, notice that update suggestions seem to rapidly find their way into new releases. Great work!
This occurs in Unity 5.6.3p2 (64-bit), using AC version 1.60.2.
Edited them in the Action Editor, after opening them by clicking on their name in the edit box in which they appear after the're created by clicking on the "Create" button.