And you're saying they didn't have this before, nor a Constant ID component, correct?
The RememberSound component is likely being added automatically because there is a Sound: Play Action that is affecting your sound in some way. Is this the case?…
Yes, a custom action could do it - or simply a script that the Object: Send message Action (or Object: Call event Action) triggers a function within. A tutorial on writing custom Action can be found here.
I've just realised it's not showing for you because you're using Touch Screen input. Switch back to Mouse And Keyboard and it'll show under the Movement settings section in the Settings Manager, then switch back to Touch Screen.
No. The music handler is for scene-independent audio, and shouldn't be used for per-room audio.
Was it working after updating AC but before using the auto-add save components? If so, how are the components different to what was there before?
I have no idea which of the two cutscenes listed is assigned as your On Variable Change.
Open up your ActionList Editor window for the cutscene when this occurs - the currently-running Action will be highlighted in blue, so you can see where the ho…
You might be misunderstanding the purpose of that Action - it sends C# messages, not general commands. The "Turn On" function is a C# message, and needs a reciever in a script. This works for e.g. Hotspots because the Hotspot script has …
You shouldn't be adding a Hotspot as a child of Brain - the only new child should be a Collider2D with a Rigidbody2D + DetectHotspots script, then have that assigned as the Hotspot detector child in the Player Inspector.
WRT to the Awake() change, I believe this should be optional - as changing it will affect existing game logic. Likely in the form of a "Sync parameter values?" toggle in the ActionList's properties - then, using the ActionList: Set parame…
Let's work on getting it working in 2D before introducing custom controls, as it's not clear if this is the source of the problem. Keep your Movement method as Direct, and use e.g. the Brain2D player prefab to test with. You'll have to make sure y…
Nice looking game! How are you making the cursor invisible? Are you disabling it with the Engine: Manage systems Action? It may be that an option needs to be added somewhere.
1. Any Input: Check Action would need to be looping in on itself it it returns False, so that it is continually waiting for the input. However, this is cumbersome and not 100% reliable. For this purpose, you can make use of Active Inputs, which yo…
Check List active ActionLists in Game window? at the bottom of the Settings Manager. It could be that the game is somehow in a permanent cutscene, which would cause the cursor to hide unless you define a Cutscene cursor. When the error occurs, wha…
1. This is a new bug - I apologise. I will include a fix as part of v1.51a.
2. The jump force is a global setting in the Settings Manager, not the Player inspector.