What device are you using? I cannot recreate such an issue on my end. We'll need to run a few tests on your end to help work out what's going on.
* In your project's Player settings, what is the state of the "Hide status bar" option, an…
Afraid not - these aren't AC functions, and API is behind NDAs available to registered PS5 developers. You'll need to use the official PS5 channels for information.
"Horizontal" is an Axis input type - wheras a Button input type is required.
Create a new input named e.g. "ShiftRight", and map it to the right arrow key explicitly (similar to the "Down" input used by your QTE), and …
Recreated. To fix, open up the ActionCharHold script and go to the RunSelf function.
Replace the following lines:
switch (hand)case Hand.Left:case Hand.Right:
With these:
switch (attachmentPointID)case 0:case 1:
Does this bar appear if you create a new scene with just a Camera, no AC, and set that to be your project's first scene in the Build Settings?
If so, it may be a property of Unity and/or your project, in that case.
If not, share your AC/Unity vers…
The OnVariableChange event can be used to record changes in variable values.
A rough example, that outputs such changes to the Console:
using UnityEngine;using AC;public class ShowVariableChanges : MonoBehaviour{ void OnEnable () { EventManager…
Assigning the input to the "Alternative input button" is the right way to go.
Are you using Input System or Input Manager? If the former, does the latter work? Check the Console for related messages.
The Active Input approach could wor…
Thanks, I'll attempt a recreation.
Does it work if you uncheck Duplicate for each Hotspot? in the Menu's properties?
Have you tried the other approach of displaying nearby Hotspot icons, via the "Hotspots" panel in the Settings Manager? …
* Is this to say it doesn't occur in the Editor? Can you share details/screenshots of the character's setup and animation calls? I'll need to attempt a recreation.
* Does this only occur with the Fridge door interaction, and what Actions are being…
Are you using the system cursor, or a simulated one (controlled via gamepad or keypad), or are you navigating menus directly?
Is there an EventSystem already in the scene that would override the one assigned in the Menu Manager.
Try a new project …
Is this to say that unchecking Affect character size? causes it to work?
If you can share screenshots of your Character's root Inspector, their sprite child, and the Sorting Map, I'll see if I can spot the issue.
The Character Wizard was updated recently in v1.82 - it's no longer at the top toolbar, but is instead available by clicking the Player or NPC buttons in the Scene Manager's "Scene Prefabs" panel.
The 2D character tutorial has been update…
The PlayerStart you assign in the Scene Manager is used as the scene's default - i.e. the one to use if a more appropriate PlayerStart is found.
A scene can have multiple PlayerStarts - add it from the Navigation panel of the Scene Manger, and conf…
There's no Editor option for it, as it's a runtime property. You can set it through code with:
AC.KickStarter.playerInput.CanKeyboardControlMenusDuringGameplay = true;