No, the "ActionList when turned on" is for when you want something to happen when the Menu turns on. Instead, you want the Actionlist to run when the button inside the Menu is clicked.
How you do it exactly depends. What is your Menu's …
Are you using the game's original language, and are you using the latest AC version? Make sure that you've added the pages to the Speech Manager by clicking "Gather text".
Complications arise from when you also have to account for multiple player prefabs. I appreciate the issue, but I can't see a graceful way to add this without also creating serious confusion, as well as being a source of errors. "Debug" …
8. The alternative would bypass AC's camera-switching code, so if there is an issue with that process in particular, I'm assuming so.
Is the profiler focused on the spike in the screenshot? There doesn't seem to be anything related to camera-switc…
You can use the Menu: Check state Action to determine if a Menu is fully visible or not. If the Menu has a non-zero transition time, then this check will return False if the Menu is still fading in.
Therefore, you can give the Menu a fade transiti…
Scene attributes are intended for internal management / handling of scenes, not really for transferring between variables etc. They are read using the Scene: Check attribute Action, and cannot be written to / changed in-game. They could feasibly b…
Sprites must be given the Sprites Diffuse material in order to work with the Highlight script. The sprite in the screenshot is given the Sprites Default material.
The process of naming profiles is similar to that of naming save game files, see this tutorial.
AC comes with a default Profiles Menu, but you need to link to it manually e.g. via another Menu Button in order to view it. I would recommend getting …
Welcome to the community, @murillokb.
The Speech Manager will add all that it needs to automatically when you click Gather text. To view the entry in the Speech Manager, you need to filter by scene as well as by type. However, in order to transla…
If gold is recorded as a global variable, then yes - it will affect all player prefabs. If you want gold to be recorded per-player, then you have two options:* As @Alverik suggests, create a separate Global variable for each player
* Have separate …
Going by your second screenshot, the issue is that opening the bed should prevent the door from closing, correct? That is exactly what the scene I posted demonstrates - at least for me. Perhaps you should try importing it into a separate project, …
Is this the player speaking? See my last reply - Dialogue: Stop speech must be used to explicitly cease a character's speaking. Ending the ActionList that triggered the speech is not enough, because the speech has already been triggered by that po…
Variables are separate from inventory - AC does not consider a variable's state as tied to a particular player, so changing it while Player A is active will also have it "changed" while Player B is active.
Bear in mind that AC also allows…
5. This is the first you've said anything of a 2D Box Collider. If your game is in 3D (see the "Camera perspective" setting in the Settings Manager), you must rely on 3D colliders and physics components - regardless of whether you use spr…
Please use this forum for AC issues only - this is a Unity issue. Unity handles all rendering duties, including on WebGL builds. Unity may provide support for antialiasing for WebGL in the future, but you can ask on Unity's own forums for some wor…
Of course, it isn't ideal. I'm just offering alternatives - this is inherently a Unity issue.
Couldn't be pulled out enough for what? I was able to pull it out far enough for it to block the door.
Welcome to the community, @postmortembg.
"Sprites Unity Complex" is the advised method for 2D characters whenever something non-standard is required (e.g. only 2 directions, another animation engine, etc).
That method allows you to rely …