Thank you for your concern ;)
The first scenario is intended - much like your request to disable the cursor for all keyboard games, the cursor will not show if the game is paused and Menus are controlled by keyboard / controller.
With the second: …
You can use the Engine: Check scene Action to check the previous scene, and follow it up with an Engine: Change scene Action to go back accordingly (e.g. "if the last scene was Basement, load Basement).
However, that will quickly get complicat…
Hello Tracey, welcome to the community!
Is this "typewriter" component from another asset? If it's affecting the UI Text component at the same time that AC is, then it may create a conflict. Remove the component and see if the issue per…
I don't know how the 'E' key is linked up to open doors already (presumably it's set as the InteractionA input), but you could consider using Active Inputs (Manual's Section 2.14). These give you full control over when an input is available, and wh…
You only need to add Follow Sorting Map components to any sprite who's Order In Layer value you wish to change dynamically. As the tree doesn't move, it doesn't need it's sprite order change, so doesn't need the component.
Only objects and charact…
No, I'm not. Make sure your Cursor rendering setting in the Cursor Manager is set to Software - this way the constant draw calls needed to make it appear won't be called.
Try it with the 3D Demo's Managers loaded and run the Action manually from a…
Similar to the old Kings Quest games? * Set your Interaction method (in the Settings Manager) to Choose Interaction Then Hotspot. See Section 5.1 of the Manual for more on this mode.
* Go to the Cursor Manager and define the various verbs you want …
Actually, scratch that..
The inversion effect is to compensate from what AC thinks is "the back" of the draggable object, which in this case appears to be wrong. Try rotating the Hinge to either (90, 90, 0) or (90, 270, 0).
Thank you for the screenshots - I've been able to recreate the issue, and it looks like a bug. I will look to fix this as part of the upcoming v1.51 update, which should be out in the next couple of weeks.
I have been looking into it, but I feel this is something that would be better off being done by a bridge script, rather than AC referencing anything in Inventory Pro directly - making it more open to other such assets, rather than limiting things t…
The error is unrelated, but a fix for it will be included in v1.51.
It's important to separate any bugs you're encountering from AC's intended behaviour: if you reference any scene-based object (e.g. a Sound) from an ActionList asset file, then the…
I'm trying to explain it as simply as I can. Bear in mind that this is not an AC issue - just my giving you my suggestion.
If you mean you want to change what the sequence is (e.g. have a random code), that complicates things - understand what I'm…
Welcome to the community, @pengustudios - nice to see someone making use of draggables.
Without seeing how your Draggable / HingeTrack is set up in the Scene window / Inspector, I can only speculate - but make sure Align drag vector to front? is ch…