You can still make use of the Music Action without it playing across scenes - just use another such Action to stop the music before exiting.
Sound: Play one-shot has no fading controls, as a one-shot audio involves playing an AudioClip once as-is. …
Don't drag the sprites into the UI Hierarchy - that will generate a Sprite Renderer component, which is meant for regular scene objects, not UI.
Your cursor sprites should be displayed within the Cursor object's Image component. That component's S…
Recreated, thanks for the clear steps.
I'll need to look into this further for a more robust fix, but you should be able to resolve this by selecting the EventSystem_InputSystem prefab within your game's Input System folder (installed by the templa…
The warnings appearance is based purely on the presence of the states within the Animator - the state of the GameObject children that they in turn affect should have no bearing.
I'm sure this can be sorted out, but I would need to see the images / …
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By design. An item's "selection", in AC terms, refers to an item under cursor control so that it can be used elsewhere.
If I'm following your situation correctly, you'll want to separate this selection from the "item info&qu…
Drop the prefab into the scene, select the Animator and open up the Animation window. With the red recording button enabled, make changes to the Cursor object that you wish it to have. They should then appear as keyframes within the Animation wind…
The Sound: Play Action works by affecting specific Sound objects in the scene - so the Sound in one scene won't be present after switching to another.
For music, it's best to rely on the dedicated Sound: Play music Action, as this handles persisten…
Welcome to the community, @JJthePeep.
You can use the Character: Animate Action's "Set Standard" method for this.
The Action's exact UI will vary depending on their animation engine, but for sprite-based characters, this method has a Cha…
A UI Image component with no Sprite will show up as a white square. Assigning a sprite in its Source Image field will change its appearance.
Ultimately, though, you'd want this field to be controlled through your Kurzor Animator.
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So long as your Player is persistent, i.e. spawned in at runtime, then Remember components attached to the prefab will be saved/loaded. Just be sure to check Retain in prefab? on them so that they have persistent ID values.
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I'm not…
Welcome to the community, @Plina.
Do both polygons have the same Z-position - i.e. the same distance from the camera?
What are your AC / Unity versions, and are you using any special/custom technique for setting up the camera?
If not, and this is…
Can you share shots of the character's root Inspector, and their Animator's Base layer?
If your character's Animation engine is set to Sprites Unity, then the expected animations (listed if you click List expected animations?), will need to be pres…
When a detector is in use, any Hotspot within it is considered potentially "close enough" - by default. Are you looking to further limit selection to a given distance within the detector?
If you set your Hotspot detection method to Custo…
It's a case of working with the Controller asset that the Animator makes use of, as well as the animations within it.
This is involving Unity's animation workflow - not AC specifically. With the way your Unity UI Cursor component is configured, AC…
Welcome to the community, @Chucker_Dewer.
What is your AC version? If you uncheck the Container: Check Action's Affect active container? option, the Container field that then appears should indeed be overridable with a GameObject parameter.
If yo…
Editing an item's category involves making changes to the Inventory Manager asset. I don't recommend making such changes - an item's category should remain fixed.
An example of the use of item properties for this kind of situation can be found in …