Thanks for the details.
The issue looks to be that you're using Input System - the name for Unity's new way of handling input - while the legacy Input Manager system is the default used by AC.
The Input Manager can be accessed from the top toolbar…
Thanks for the details.
Is there any difference if you uncheck Auto-set Orthographic size to fit?, and - failing that - unassign the background constraint?
If not, enable the AC Status box at the bottom of the Settings Manager. This will show a d…
If you set up your character's Animator to play an animation through transitions, then the "regular" animations of idle/walk etc won't resume until the Animator can transition back to them.
Are such movements little scripted sequences? I…
Can you share a little more detail about the exact behaviour involved, as well as screenshots of your Speech Manager?
Is this to say that such scrolling would be sped up while the input is held? Rather than invoking SkipSpeech, it may be a case of…
When you say the hotspots don't show up - do you mean they aren't being selected / can't be interacted with, or just that the icon doesn't show?
Your screenshots show two methods of showing an icon - one in the Settings Manager's "Hotspot"…
Yes, should be doable. You'd need to make sure your Menu is on at the time, and use a simple custom script to have the speech ignore the timescale, but once done it will play while paused.
It's certainly a viable approach - though as such changes wouldn't be recorded in save-game files, you'd need to run the same code when loading a save file (most easily done by hooking into the OnFinishLoading custom event).
Alternatively, you coul…
I wouldn't call the way you're handling it a fudge - as you're dealing with separate scenes, it wouldn't be possible to directly-assign a PlayerStart in the Action field.
It's likely that the process can be simplified, however. If you run the Acti…
Welcome to the communitym @TongucBodur.
When using Keyboard Or Controller input, interactions are handled with inputs named "InteractionA" and "InteractionB". Are these defined in the Input Manager, and mapped to your keyboard …
How zoomed in is the camera? As the GameCamera has a sprite background constraint assigned, it will not be able to move beyond this boundary. If the camera is zoomed out such that the whole background is visible, it won't have room to move.
Other…
Welcome to the community, @MisterL.
The way the demo managers work has changed since the tutorial was created - apologies for the confusuion.
With the newer release, the Demo game's Managers are assigned automatically (and temporarily) when the De…
This issue typically occurs it there's a broken connection between the Hotpot's label and the Text component that displays it.
Double-click the HotspotUI prefab to view it in "Prefab Mode", then select the Label element in your Hotspot me…
It's not an officially-supported platform - but Options data, by default, is stored in PlayerPrefs.
The Manual's "Custom save formats and handling" chapter covers how AC data can be stored by custom means, but you'll need to use the offic…
It'd be needed at the end of this line:
return Input.GetButtonDown (buttonName)
I'm not sure the script will give you the intended effect, though. The "EndCutscene" input can be pressed to skip an ActionList until either gameplay resume…
This should be doable with the EnforcePauseMode property, but as the Engine: Change Timescale Action already limits non-zero values, I'll allow zero to be set in this property through script.