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using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionSkinSetter : Action { public override ActionCategory Category { get { r
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bool UnityUIBlocksClick (){ #if !UNITY_EDITOR if (KickStarter.settingsManager.inputMethod == InputMethod.TouchScreen) { if (Input.touchCount > 0 && Input.GetTouc
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using UnityEngine;using System;using Steamworks;#if UNITY_EDITORusing UnityEditor;#endif/* By Alvaro Urrutia Luna (Alverik)* Custom action to* Unlock Steam achievements.*/namespace AC{ [System.Seri
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this file as you see fit.//// Version: 1.0.12#if !(UNITY_STANDALONE_WIN || UNITY_STANDALONE_LINUX || UNITY_STANDALONE_OSX || STEAMWORKS_WIN || STEAMWORKS_LIN_OSX)#define DISABLESTEAMWORKS#endifusing
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using UnityEngine;using System;using Steamworks;#if UNITY_EDITORusing UnityEditor;#endif/* By Alvaro Urrutia Luna (Alverik)* Custom action to* Unlock Steam achievements.*/namespace AC{[System.Serializ
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It can be in Awake, provided its on the PersistentEngine.
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It seems to be because the entire contents of the SaveFileHandler_SystemFile file are wrapped in #if !SAVE_IN_PLAYERPREFS so I can't add the script to the PersistentEngine unless I comment those out b
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using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionSetInvString : Action { public override ActionCategory Category { get {
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using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionCheckState : ActionCheck { public override ActionCategory Category { ge
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#if UNITY_IOS || UNITY_ANDROID
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void Skip () { Run (); } #if UNITY_EDITOR public override void ShowGUI (List<ActionParameter> parameters) { parameterID = Action.ChooseParameterGUI
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using UnityEngine;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionSceneNext : Action { public bool assig
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Slate provides a very basic integration with AC. Only able to run the cutscene.
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using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionTransferDirection : Action { public override ActionCategory Category {
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} return 0f; } #if UNITY_EDITOR public override void ShowGUI () { if (this == null) return; var serializedObject = new SerializedObject(this); s
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using UnityEngine;#if AddressableIsPresentusing System.Collections;using UnityEngine.ResourceManagement.AsyncOperations;using UnityEngine.AddressableAssets;#endifnamespace AC{ [AddComponentMenu (&a
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Run (); } } #if UNITY_EDITOR public override void ShowGUI(List<ActionParameter> parameters) { int animatorLength = animator
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I made a custom action based off the Object: Animate action that allows me to call multiple animators in the same action. The action works except for the fact that whenever I open Unity, the action d…
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using UnityEngine;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ChangeCursorsAction : Action { // Declare pr
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Hi Chris, I hope you can help me. So I am looking to switch the Unity UI Cursor rendering depending on witch player character is currently active. I had this all set up working well when using Softwa…