No, don't add them. That adds complexity - I was only asking in case you did.
Have you tried just having a FollowTintMap on just the sprite object? I can't say if you should, but it's worth a try of course.
You wrote of switching players across …
The warning you're getting is just due to your having a duplicated player prefab in both scenes, and should be expected.
As for the main issue, I'm not able to recreate it. Could it be due to your connection to git?
If, after the audio connection…
That's how it should be - you can still interact with it with a left-click, it's just that it'll cause the item to be selected rather than an Interaction to run. However, I'll add "None" as a valid option to each item's Use cursor icon fi…
The pulse will get cancelled if it's highlighted through normal gameplay. Under what circumstances are you calling this Action, and how are Hotspots interacted with in your game?
The prefab you've sent seems to work fine, but your post since talks about having multiple prefabs, which is an important detail. Please try to be as clear as possible with regards to this. Providing clear steps to recreate the issue will help imm…
You can have multiple PlayerStarts in a scene - each one associated with a different "Previous scene" in it's Inspector. The one you assign in the Scene Manager is merely the default, ie. the one the Player uses if you start from that sce…
Is this third-party menu drawn with Unity UI? AC's built-in menu system uses OnGUI, which will always appear above Unity UI. You will have to convert your game's Menu system to Unity UI in order to control their relative depths.
Posts like this belong in Technical Q&A in future.
NPC component
The NPC script / trigger collider should normally go on the sprite child because it will always be facing the camera, whereas the root object will be rotating in 3D space. The bi…
The only save scripts on the prefab you've sent me are two ConstantID components. There should only be one. Beyond that, please give me time to examine the issue.
Is your Inventory interactions setting (in Settings Manager) set to Single or Multiple?
Simply defining an Examine interaction in the Inventory item's properties should be enough. Have you set the correct "Examine cursor" in the Cursor M…
What's the context of this code? In what function is it written? You're far better of writing this in an Update() function rather than using co-routines.
There's no requirement for you to use AC's Active Input system. You don't even have to use …
By "gets stuck on corners", are you referring to wall colliders? If your game relies purely on pathfinding, you don't need to have wall colliders.
Know that you can always incorporate your own movement system if you prefer - including Un…
AC provides enough options for you to customise your Menu - the thing about bubbles is that they're so varied that there'd never be a "one size fits all" approach. Using Unity UI is still the best approach for this - AC's built-in menu sy…
The SetSpriteDirection function referenced in the code you public is public (see its entry in the scripting guide) - have you tried calling that instead?