That function is called whenever the Object: Add or remove Action has finished doing it's thing. If you're adding such things through script, then yes - you'll have to call GatherObjects after doing so.
@skitt2501: I'd always advise restarting Unity after upgrading, but I think your variables error might have been because the Variables Manager was set back to the Demo one. You can avoid having your Managers from being swapped like that by not upgr…
Version 1.43a is out, and fixes some minor issues - most of them Speech Manager-related:* Added: Expected Lip-sync file paths to Speech Manager’s list of speech lines
* Fixed: “Place audio files in speaker subfolders?” option in Speech Manager not a…
@GrzegorzPEdrycz: The necessary corrections were made. If it's still not working for you, it may well be your set-up. Please post details in a new thread and we'll take a look at it.
Works fine for me. But you may have to place a camera in both the left and right fields, even if one gets overwritten by the First Person camera. What does your Action look like?
No problem, I just hope that your time with AC becomes a little less frustrating!
It's true - the UFPS camera must now be "Untagged" rather than "FirstPersonCamera". AC now has no Tags of it's own.
There may be a conflict with…
OK. While Draggables aren't technically supported for 2D, it may be possible to change this without too much hassle. I do have to prioritise the bugfixes of 1.43, so I apologise in advance if this isn't seen to immediately.
While AC's generally supposed to be upgraded one large update at a time, it should be possible to skip a few, so long as you deal with each of the "Update notes" for each release. Go through the Changelog.txt to see if there's anything yo…
Just forward, or does this happen when going backwards too?
Try it with Tin Pot in Direct Control, so we know for sure that it's First Person that's causing it. If it occurs in Direct Control, is there some kind of blocking cutscene/trigger firing?
Footsteps not working (getting an error about it actually)
And what is the error?
Please follow @radiantboy's suggestions, and let us know how you get on. When it comes to problems like this, it's always best to use "AC standard" prefab…
I think you're going to need a custom script to turn on/off the smaller menu based on whether or not the cursor is over the larger menu.
Then again, if you're going to rely on custom scripting, you'd probably be better off displaying the overlay in…
It's not the Touch - it's that the drag-related inputs don't also check for simulated input. Thanks for the alert, I'll see if I can add it into the 1.43a release.
Is your game in some kind of permanent cutscene? Go to the bottom of the Settings Manger, and check List active ActionLists in Game window?. That might shed some light.