You could either "cheat" by having a separate Graphic element appear for the duration (the Menu: Change state Action allows you to hide/show individual elements, or by switching to Unity UI as your Menu's source.
With Unity UI, you can fu…
If your menu is set to pause the game when it's enabled, then the ActionList to play the sound is likely frozen until the menu is disabled.
Try settings your ActionList's When running property back to Pause Gameplay and then check Unfreeze 'pause' …
Is there something in your OnStart cutscene that's causing the player to move?
If so, you can use the "Engine: Check scene" Action to determine the previously-visited scene and act accordingly.
So long as "Drag and drop inventory" is enabled in your Settings Manager, you should be OK. Does clicking to select it at least work if you un-check it?
We need to know if this is down to first-person mode or not, so temporarily switch t…
The screenshots don't show a rigidbody on the root - only the sprite child. "Is Kinematic" will likely need to be left unchecked, too.
To dismiss any red herrings, temporarily change the Trigger's Action to an "Action: End game"…
1) You can choose whether or not the cursor is locked when the game begins from the Settings Manager - "Lock cursor in screen's centre when game begins?".
If you want to change this mid-game, you can either use the Player: Constrain Actio…
The problem is your positioning of the objects.
The Draggable's position doesn't actually matter - it'll teleport itself to the StraightTrack when the scene begins anyway. However, since the trashbox is already at the StraightTrack - but still a c…
You need the MainCamera script - that's how the "Camera: Switch" Action works.
Did it work before you ran the OnStart cutscene manually?
Please follow the steps I gave in my last post, so I can see exactly what you have going on in your …
MenuSystem.cs looks out for the "Save" button when "Pause" is turned on, and hides it if the game cannot be saved at the time.
If the new OptionsButton is working, just remove the old one and you should be fine.
NPCs will start a scene facing downwards, but you can easily change their direction by calling the "Character: Face direction" Action within your "On start" Cutscene, as listed in the Scene Manager.
If you're using root motion, it might. Root motion gives very lifelike animation, but in practice I find it's not good if you want accurant positioning.
The GameCamera 2.5D cannot move. It's a convenience tool - it makes it easy to tie it to a background, but this means it can't be moved.
@klarax is correct (thanks!) - you can place a GameCamera prefab in the scene and use that instead. Since you…
Check your Player's sprite position - it needs to be 0,0,0 in the Transform component. If it's offset, set it to zero and set the sprite's pivot to Bottom, so that it then appears correct in the scene - the pivot can be changed in the sprite file's…
1) They're necessary if you want all the features to work, e.g. collision as @klarax points out. Triggers, too, require them. However, they are optional - if you don't need those features, you can do without those components.
2) By default, the I…
1) Do you mean in-game, as they won't show up when the game isn't running. Check that the save files exist - when you save a game, it's location will be posted in the Console window.
2) You'll have to elaborate on that. The way your character tur…
That'll just be how Unity works - AC's Menus are drawn using OnGUI(), while Unity's UI system has it's own rendering layer. I don't believe it's possible to draw anything above OnGUI.
Is this just Unity's behaviour? I find that you have to "click out" of the Game window before you can edit the Inspector etc.
Do you have "Lock cursor in screen's centre when game begins?" checked in your Settings Manager?
You can't pause a Cutscene - but you can create an indefinite loop when you need to. Create a Global boolean variable in the Variables Manager (called e.g. "Pause cutscene") and then set it to True whenever you need a pause (using the &qu…
GlobalVariables has static functions, but MainCamera does not - that's why you need to refer to the "KickStarter" instance instead.
Any errors in the console? Know that you can always just place a "Camera: Switch" Action in a C…