You don't need to call GetItem with "myID" once you've declared myCurrentItem - you can skip that to just call myCurrentItem.GetProperty.
Also be aware that hoverItem (and so also myCurrentItem) will not always be filled, so you must also…
In the Editor, the system cursor is shown above the AC cursor. That can also be disabled in the Cursor Manager, by unchecking Always show system cursor in Editor?.
I'm confused by your wording, because you say it "works just fine, but the NPC doesn't work" - which part is working fine, and which part isn't?
If you want to move an NPC along a path through script, you just have to call the SetPath fun…
Have you tried using the Player: Constrain Action to lock player movement in all four directions? If you're using a custom motion controller for Direct movement, then the effect will probably not be automatic - however you can check for it in your …
It could be to do with AC not being able to load fully if you pause the game immediately after starting. Try disabling Enabled on start? and instead turning it on a short time after using an Engine: Wait Action followed by Menu: Change state in an …
The various Interaction settings in your Settings Manager, and properties of the Interaction menu, are going to be key to this. Please provide screenshots of those.
The 2D Demo is an example of Choose Hotspot Then Interaction mode in action.
1) And is the sorting order layer locked when saving / loading?
2) Guide me all the detail you can regarding which player gets switched to in what scene, and what combination of saving/loading causes this issue. e.g. "I start with Player 0 in…
If you are rotating by 90 degrees, try instead having the Object: Transform Action rotate the object, rather than copy a Marker. You may have to check Euler rotation? as well.
However, the best way to go about this would be to animate the drawer a…
I'm not able to recreate this with the Action sequence you've listed above. Are you using multiple player prefabs, and what is the state of the inventory before this sequence occurs? Can the items in question be held multiple times?
In RuntimeInv…
It sounds like your Menu's elements (as defined by the Menu Manager) are not properly linked to their relevant Unity UI buttons. Drag the UI prefab into the scene, then drag the UI Buttons onto the Menu Element "Linked Button" fields. Th…
It's not clear if these two issues are related. Do things work if you change the Hotspot detection method to Mouse Over?
Have you assigned the Hotspot detector field in the Player Inspector? It's not enough for it to just exist in the scene.
While there's no limit to an ActionList's size, 147 is a huge number - and I would definitely recommending splitting such lists into a series of smaller ones wherever possible.
Given the size, I'm assuming you've been using the ActionList Editor wi…
By clutter-free, I mean keep the amount of options and properties an element has to a minimum, whereby it's still powerful yet not overwhelming. While I do try to take on requests when possible, I also have a responsibility to limit "feature c…
1. The sorting order of the player shouldn't need saving/loading, as the FollowSortingMap attached to the sprite should assign the appropriate value. Do you have any Remember components on the player, and are you locking the sprite's order (using t…
Please provide an annotated screenshot to illustrate what you're after - there's a few things we could advise but without enough information it's not possible to know which to give.