Please place questions in separate threads next time - it'll make them easier for me to answer.
Player switching
First of all, keep your scenes separate. AC should allow you to work in different scenes - if it doesn't, that's a bug and will be fix…
Is that once you've removed the line insertion I suggested?
I may have to see this for myself. Is it possible for you to create a UnityPackage of just the bare essentials needed to demonstrate this? If you can strip everything out (including unne…
You can use the Input: Check Action for that. Just have it running (and looped - when the Action returns FALSE, just loop it back onto itself) whenever you want the check to be made. Be sure to set the ActionList it's placed in to Run In Backgroun…
Does your 2nd player prefab work if it's set as the default? The first thing will be to check if it's the source of the problem is the player prefab, or the player switching.
@Xidore: The Moveable: Check track position Action can be used to query a Draggable object's position along a track, which is handy for logic. The Trigger prefab has also been updated to limit Trigger logic to specific objects / object types. And …
I'm not sure layers is the right way to go about that. Firstly, AC's menus are built using OnGUI, so the initial check to see if the cursor is over a menu is done purely by rectangles. Secondly, checks for Hotspots are made by what's on the Hotspo…
There's a couple of things you could be referring to, here - could you be more specific? I'm looking into improving the node editor in 1.40 - already in the changelog is the ability to "auto-arrange" your nodes, among other things.
Good suggestions, thanks. I've touched on parameters in a couple of the tutorials, but they're as part of a bigger topic (e.g. Quick Time Events) - the idea being that it's better to show what good they are with a real-life example. I'll certainly…
Since I can't reproduce this, you're going to have to bear with me a little bit. Open up PlayerInput.cs, and find line 186 (just after the "else if").
Insert the line:
cursorIsLocked = false;
into that spot. Does that make a differenc…
The Automatic setting can be a bit unreliable sometimes. If you have trouble with it, better to set the Size option to Manual, and just make it large enough to encompass any possible dialogue size.
1) You can define an "Examine" Interaction for an Inventory item in the Inventory Manager. Just create an ActionList asset with a Dialogue: Play speech Action, and drag it over. If you want to remove the ability to "select" the…
You'd have to create two menus - one for "closed", another for "open". By being smart with turning one on, another off, and panning the right difference, you'd create the effect. It'd be a cheat, of course, but it'd still be th…
And it works at all other times? Are only clicks unrecognised, or do the "hover" effects not work, either?
I'm assuming your Pause menu, like the default, is set to "Pause game when enabled". What's your GameState set to when …