Use the Save: Check Action to determine if a save game exists, and if so, show the button using Menu: Change state. When the button is clicked, use Save: Save or load Action to continue from the last save.
I apologise for your frustration, but please try to post as much detail as you can. Screenshots are much better at describing complex issues like this, and can lead to faster resolve times.
The Menu ActionList is likely firing again because you've…
You could make use of the new scene attributes feature to have your scene set itself up in different ways according to its type, e.g. set to Point And Click for the town, 2.5D for the map etc. See Section 7.6 of the Manual for more.
All of AC's va…
An official fix will be included in the next release, but you can do a "quick fix" by copying the contents of DragBase.cs's OnCollisionEnter function into the same function in Moveable_Drag.cs.
You can do this by creating a dedicated Menu with a Label element, and turn it on using the Menu: Change state Action. Place this in an ActionList asset that's When running field is set to Run In Background, and you can call it from any scene witho…
You can't switch to a scene that's already open. You could switch to another scene, and then switch back - or you can use the Engine: End game Action, which includes a Restart Scene option.
Sorry, but he is not. You can see the attached model license in his folder for how he and other models included in AC can be used. Models can be found on the Asset Store, and sites such as blendswap.com
"FishermanRopeTricks" had his root gameobject assigned as his sprite child. You've given both objects the same name, hence the confusion.
And for the last time, stop including AC in public links!
When you say you messed with sensitivity, are you referring to the sensitvity of the axes in Unity's Input manager, or the "Sensitivity" option on the First Person Camera component? The latter should be directly tied to the speed of free-…
8. An alternative option would be to animate the camera by childing it to an Animator object, and animating the Animator's position. You could then use Object: Animate to move the Animator, and hence the camera.
If you don't want to rely on PickUp objects, it'll certainly require custom code. If you're using the mouse for your game's input, you can simply read Unity's Input.mousePosition to get the mouse position. More tricky is to convert it into 3D spac…
What is camera movement controlled by in the second scene? Are there any AC elements at all in the new scene? What state is the cursor in?
I don't know what the custom camera script is, or how it works - have you tried placing debug logs in it to…
AC will automatically disable GameEngines as necessary.
In-scene Actions cannot refer to other scenes, but ActionList assets can. Set your Trigger's Actions Source to Asset File, and have it run an ActionList asset that manipulates the other scene.
5. I don't understand what you mean, but I don't think so. You can see if it will work without AC simply by giving a Sprite a Sprites Default material and lighting it with regular Unity lights.
8. Yes, I did. The Profiler may shed some light on t…
The two attempts were identical, the only difference were that there were no prefab links as you suggested they had no Rigidbodies, which they did.
Try increasing the size of the colliders. Again, if all else fails you could disable the door while…
An ActionList asset can do that, and be set to Run In Background. Use a Variable: Check Action in combination with a Menu: Change state Action. If the condition is not met, use an Engine: Wait Action to wait for a brief time before re-running the …