I don't know yet, but that shouldn't happen either way. I will investigate this and will let you know if I need any more info to solve it, thanks for the alert.
If you switch to a non-AC scene, AC will "shut down" by disabling the effects of the PersistentEngine automatically. You can leave it safely in there. The player prefab can then be deleted through script if you wish, or merely placed out…
The MainCamera should not be rendering the background - if you pause the game and disable the BackgroundCamera, you should see that the background disappears. It may be that your camera filter needs to ignore objects placed on the BackgroundImage l…
When you add a Constant ID number to a prefab, ensure you have Retain in prefab? checked so that the original prefab also has this ID.
However if you're using Sprites Unity Complex, the neater way to accomplish this would be to animate the alpha va…
Does the movmenent change if you keep the input direction exactly the same, and does it only occur for certain cameras? The more detail you can provide about the issue, the better we can help.
The camera lock snap should automatically set itself t…
Clicking an AC Menu will automatically "block" clicks to the NavMesh. For UI Menus, clicks within the RectTransform should do the same thing - an empty RectTransform gameobject that marks out the intended area can be used, yes.
You can a…
A two-part problem. You need to prevent Hotspots from being activated, and also allow camera dragging to work when the cursor is over them.
When using Touch Screen input, there's an option in the Settings Manager named Activate Hotspots with double…
Well, that was always the point behind the introduction of parameters - to create "recyclable ActionLists" that can be called upon to perform common tasks, whether they be just a hide of an object and add to the inventory, or a complex cut…
Smart. I can't give you the answer on how to limit it in Unity UI - that's sort of the point of the UI implemenation: it means there's now a direct connection between Unity and your custom Menu, rather than having AC do anything in-between.
As the commented words in the Run function say, you should return 0f if you are performing something that should occur instantly. Try this instead:
override public float Run ()
{
AC.KickStarter.playerInput.cameraLockSnap = true;
return 0f;
}
Create a Menu with a Label that uses a variable token in it's text, e.g [var:2]. This will be replaced by the content of the Global Variable with ID=2 (see Section 7.1 of the Manual), so if that Variable is a String, then you can set the Label's co…
When you say "up/down", are these the keys you've mapped to cycle through the inventory items, or to cycle through the interactions? I would recommend keeping the two isolated for the moment - e.g. [ and ] to cycle through the interaction…